Free interactive D&D 5e SRD stat block

Gibbering Mouther

Medium Aberration, CR 2, AC 9, 52 HP. Chaotic Neutral.

Medium Aberration, Chaotic Neutral

AC
9
Initiative
-1 (9)
HP
52 (7d8+21)
Speed
20 ft., Swim 20 ft.
ScoreModSave
STR 10 +0 +0
DEX 8 -1 -1
CON 16 +3 +3
INT 3 -4 -4
WIS 10 +0 +0
CHA 6 -2 -2
Immunities
Prone
Senses
Darkvision 60 ft.; Passive Perception 10
Languages
None
CR
2 (XP 450; PB +2)

Traits

Aberrant Ground. The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain.

Gibbering. The mouther babbles incoherently while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8 to determine what it does during the current turn:
1-4. The target does nothing.
5-6. The target takes no action or Bonus Action and uses all its movement to move in a random direction.
7-8. The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Actions

Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 7 (2d6) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition. The target dies if it is reduced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only equipment behind.

Blinding Spittle (Recharge 5-6). Dexterity Saving Throw: DC 10, each creature in a 10-foot-radius Sphere centered on a point within 30 feet. Failure: 7 (2d6) Radiant damage, and the target has the Blinded condition until the end of the mouther's next turn.

How to run Gibbering Mouther

A gibbering mouther is a chaos engine masquerading as a CR 2 monster. The bite damage is irrelevant. The mouther's job is to make the party fight itself, dissolve the corpses, and turn a tidy corridor encounter into a slapstick disaster. Place it where the party cannot avoid coming within 20 feet of it, since that is the radius where Gibbering becomes a problem.

Gibbering is the whole encounter. Every creature that starts its turn within 20 feet rolls a DC 10 Wisdom save, which sounds easy until you realize the party will roll it five or six times across the fight and someone will fail every round. On a failure they roll d8: half the time they do nothing, a third of the time they wander in a random direction, and on a 7 or 8 they swing at a random adjacent creature, which means the fighter punches the cleric. Roll the d8 in front of the players. The randomness is the horror.

Open with Blinding Spittle on the back-line cluster: DC 10 Dex save, 7 radiant in a 10-foot sphere up to 30 feet away, Blinded until the end of the mouther's next turn. Blinded targets attack with Disadvantage and grant Advantage to the mouther's bite, which lands at +2 for 7 piercing and Prones any Medium or smaller creature that drops. The bite's grim clause is that any creature reduced to 0 HP by it is absorbed: gear remains, body does not. Aberrant Ground turns the 10-foot ring around the mouther into Difficult Terrain, so the party cannot easily reposition out of the gibbering radius.

Mouthers do not retreat. They have Int 3 and Cha 6, no language, and one urge, which is to eat what is in front of them and burble while doing it. The fight ends when the mouther dies, which it will, in three rounds or so once the wizard remembers Silence shuts off Gibbering entirely. Reward the player who figures that out by ending the fight on the spot.

Roll the d8 for Gibbering effects in the open and narrate the random target by name. Players forgive a swing they didn't ask for. They remember it forever.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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