Medium Aberration, Chaotic Evil
Armor Class 9
Hit Points 67 (9d8 + 27)
Speed 10 ft., Swim 10 ft.
STR
11 (+0)
DEX
8 (-1)
CON
16 (+3)
INT
10 (+0)
WIS
7 (-2)
CHA
14 (+2)
Damage Vulnerabilities Radiant
Damage Resistances Necrotic, Psychic
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 12
Languages Speaks all languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Aberrant Ground. The ground in a 15-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Gibbering. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 25 feet of the mouther 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 d10 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7, 8, or 9, 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, on a 10 the creature goes rabid and for one turn the creature attacks it's closest ally as if it were an enemy.

Sexy Blindness. When a woman walks into it's visible range the Blasphemous Mouther makes a DC 17 Charisma save or become stunned for 1d4-2 turns (minimum 1)

Actions

Multiattack. The gibbering mouther makes one bite attack and, if it can, uses its Acidic Spittle.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.

Acidic Spittle (Recharge 5–6). The mouther 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 15 Dexterity saving throw or be blinded until the end of the mouther's next turn. The acid pool also sits on the ground in a ten foot square for 1d4+1 turns. Any creature that walks through the acid pool takes 2d4 acid damage. If a creature ends it's turn in the acid pool they take 2d4 extra damage and 2d4 at the start of their next turn until they leave the pool. Only one Acidic Spittle can be out at a time


Reactions

Amorphous Form. Recharge 1-2 On hit from a nonmagical weapon attack the Mouther can force the target to make a DC 14 strength save. On failure the Mouther will pull the weapon out of the attacker's hand. They can retrieve their sword back by a DC 10 strength save

Thrown Screech.  Recharge 3-4 When the Mouther is hit by any attack it can retaliate with a volatile screech causing a DC 15 constitution save or take 5d6+4 psychic damage

Description

The Blasphemous Mouther is a foreign mass of meat and mouths, cursing the gods and all higher powers. Born of tooth, meat, and curse, the Blasphemous Mouther has been left to rot and wail.
Their sorry form was given to them by an angry God that they had the gall to curse out.
Now they rest and wail taking out their remaining anger on all who tread past them.

Lair and Lair Actions

When creating a dungeon the DM determines whether or not their is a "Blasphemous Mouther Room" which measures 80 feet by 80 feet and includes 1d6 Mouthers. The interior of the room is purely up to the DM's discretion

Habitat: UnderdarkUrban

Plorpus

Comments

Posts Quoted:
Reply
Clear All Quotes