Gibbering Ball

Gibbering mouthers are well known for completely consuming whatever they can, absorbing parts of it and adding to its own insane mass each time. Sometimes what it eats is too much to completely absorb, and in the case of the gibbering ball, this is exactly what has happened.

It's rare, but a gibbering mouther which has managed to consume a beholder finds itself dominated by the psyche of this new element, and gains new abilities from the sheer force of will of the beholder.

The newly found dream-imagination of the gibbering ball adds its own insanity to the extreme paranoia of the beholder, creating a gibbering noise about itself even more potent than it already was.

Once a beholder has been consumed, the gibbering ball gains a desire for more power, and will hunt down beholders, beholderkin, and any psychic beings it can find to increase its abilities.

Most gibbering balls meet their fate attempting to consume more beholders, however occasionally one is successful and does indeed end up becoming as powerful as it thinks it is, its incessant gibbering a fatal disturbance for beholders to be near.




Gibbering Ball

Large aberration, chaotic evil


  • Armor Class 18 (natural armour)
  • Hit Points 127 (15d10 + 45)
  • Speed 0 ft., fly 20 ft. (hover), swim 20 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 17 (+3) 8 (-1) 12 (+1) 10 (+0)

  • Saving Throws Wis +4
  • Skills Perception +7
  • Condition Immunities prone
  • Senses darkvision 60 ft., passive Perception 17
  • Languages
  • Challenge 6 (2,300 XP)

Aberrant Ground. The ground in a 10-foot radius around the gibbering ball is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 11 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Antimagic Aura. The gibbering ball's many eyes create an aura of antimagic, as in the antimagic field spell, in a 30-foot radius.

Gibbering. The gibbering ball babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the gibbering ball and can hear the gibbering must succeed on a DC 12 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 or 2, the creature does nothing. On a 3 or 4, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 5 to 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Actions

Multiattack. The gibbering ball makes two bites attacks and, if it can, uses its Blinding Spittle.

Bites. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 21 (6d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the gibbering ball.

Blinding Spittle (Recharge 5-6). The gibbering ball spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 14 Dexterity saving throw or be blinded until the end of the gibbering ball's next turn.

Created by u/1d6Adventurers for /r/MonsteraDay

Artwork by Rodrigo Martins