Aberrant Ground. The ground in a 10-foot radius around the mouther is quicksand-like difficult terrain. Each creature that does not use any movement during a round begins to sink (1d4+1 feet and restrained, followed by 1d4 feet each following round; escape with Strength save, DC equaling 10 + number of feet sunk. If completely submerged, creature can't breathe and begins suffocating (see PHB).
Alternate Form. The Blood of Ghaunadaur can assume the shape of any ooze, size Large or smaller. This ability functions as the polymorph spell, except it does not regain hit points for changing form and may only assume ooze forms.
Blood Drain. Any creature the Blood of Ghaunadaur swallows has their Constitution score reduced by 1d4 every round and the Gibbering Mouther regains 10 hp. The creature's Constitution score remains reduced until it finishes a long rest.
Children of the Night. The Blood of Ghaunadaur commands the lesser oozes of the world and can once per day summon 1d3 gray ooze, 1d2 ochre jelly, or 1 gelatinous cube. The summoned creature(s) arrive in 2d6 rounds and serve the Blood of Ghaunadaur for 1 hour.
Gibbering. The Blood of Ghaunadaur babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of it and can hear the gibbering must succeed on a DC 14 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 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 or 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.
Vampire Weaknesses. The Blood of Ghaunadaur has the following flaws:
Forbiddance. It can’t enter a residence without an invitation from one of the occupants.
Stake to the Heart. If a piercing weapon made of wood is driven into its heart while the it is incapacitated in its resting place, it is paralyzed until the stake is removed.
Sunlight Hypersensitivity. It takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. The Blood of Ghaunadaur makes one bite attack and, if it can, uses its Blinding Spittle. If it is currently grappling a creature, it can use its Swallow Whole attack in place of its Bite.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 26 (5d6+9) piercing damage. If the target is Large or smaller, it must succeed on a DC 21 Strength saving throw or be grappled. If the target is killed by this damage, it is absorbed into the Blood of Ghaunadaur.
Blinding Spittle (Recharge 5–6). The Blood of Ghaunadaur 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 18 Dexterity saving throw or be blinded until the end of the mouther's next turn.
Swallow Whole. One creature being grappled by the Blood of Ghaunadaur must make a DC 21 Strength saving throw or be swallowed, reducing their Constitution modifier by 1d4 every round until freed. A swallowed creature can force its way out by dealing at least 10 points of damage from the inside. Once freed, the muscular action closes the whole, meaning any other swallowed creature must cause their own damage rather than following the previous passage. The Blood of Ghaunadaur can hold 1 large, 2 medium, 4 small, or 16 tiny creatures at a time.
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