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Gibbering Mouther
Size & Type (subtype):Medium-Size AberrationHit Dice:4d8+4 (22)
Initiative:   +1 (Dex)   Speed:   10 ft., swim 20 ft.  
Armor Class:   19 (+1 Dex, +8 natural)   Attacks:   6 bites +4 melee  
Damage:   Bite 1   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Gibbering, spittle, improved grab, blood drain,engulf, ground manipulation   Special Qualities:   Amorphous  
Saving Throws  Fortitude: 2  
Reflex: 2  
Will: 5  
Abilities:   Str: 10
Dex: 13
Con: 12
Int: 4
Wis: 13
Cha: 13
Skills:   Listen +8, Spot +12   Feats:   Weapon Finesse (bite)  
Climate and Terrain:   Any land, aquatic, and underground   Climate:   cold,temperate,warm  
Terrain:   aquatic,desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary  
Challenge Rating:   5   Challenge Rating Value:   5  
Treasure:   None   Alignment:   Usually neutral  
Advancement:   5-12 HD (Large)  


Gibbering mouthers can speak Common, but seldom say anything other than gibbering.


Gibbering mouthers attack by shooting out strings of protoplasmic flesh, each ending in one or more eyes and a mouth that bites at the enemy. A mouther can send out a total of six such members in any round.

Gibbering (Su): As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed at a Will save (DC 13) or be affected as though by a confusion spell for 1d2 rounds. This is a sonic, mind-affecting compulsion effect. Opponents who successfully save cannot be affected by the same gibbering mouther's gibbering for one day.

Spittle (Ex): At the start of every combat, and every 2 rounds thereafter, a gibbering mouther looses a stream of spittle. This ignites on contact with the air, creating a blinding flash of light. All sighted creatures within 60 feet must succeed at a Fortitude save (DC 13) or be blinded for 1d3 rounds.

Improved Grab (Ex): To use this ability, the gibbering mouther must hit with a bite attack.

Blood Drain (Ex): On a second successful grapple check after grabbing, that mouth attaches to the opponent. It automatically deals bite damage and drains blood, dealing 1 point of temporary Constitution damage each round. A mouth can be ripped off (dealing 1 point of damage) with a successful Strength check (DC 12) or severed by a normal attack that deals at least 2 points of damage (AC 18). A severed mouth continues to bite and drain blood for 1d4 rounds after such an attack. A creature whose Constitution is reduced to 0 is killed and absorbed by the mouther, which gains 1 hit point and adds another mouth and pair of eyes to its body.

Engulf (Ex): A gibbering mouther can try to engulf a Medium-size or smaller opponent grabbed by three or more mouths. The opponent must succeed at a Reflex save (DC 14) or fall and be engulfed. On the next round, the mouther makes twelve bite attacks instead of six (each with a +4 attack bonus). An engulfed creature cannot attack the mouther from within. The previously attached mouths are now free to attack others.

Ground Manipulation (Su): At will, as a standard action, a gibbering mouther can cause stone and earth within 5 feet of it to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move equivalent action to avoid becoming mired (treat as being pinned).

Amorphous (Ex): A gibbering mouther is not subject to critical hits. It has no clear front or back, so it cannot be flanked.

Skills: Thanks to their multiple eyes, gibbering mouthers receive a +4 racial bonus to Spot checks.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002