Gibbering Mouther (CR 5)

Medium Aberration
Alignment: Usually neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +4, and Spot +9


AC: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Hit Dice: 4d8+24 (42 hp); DR: DR 5/bludgeon
Fort +7, Ref +4, Will +5
Speed: 10 ft., swim 20 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +3
Attack: Bite +4 melee or spittle +4 ranged touch
Full Attack: 6 bites +4 melee and spittle +4 ranged touch
Damage: Bite 1, spittle 1d4 acid plus blindness
Special Attacks: Blood drain, gibbering, ground manipulation, improved grab, spittle, swallow whole
Abilities: Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13
Special Qualities: Amorphous
Feats: Lightning Reflexes; Weapon Finesse
Skills: Listen +4, Spot +9, and Swim +8
Advancement: 5-12 HD (Large)
Climate/Terrain: Underground
Organization: Solitary
Treasure/Possessions: None

Source: Lords of Madness

This unwholesome creature has a body with the form and fluidity of an amoeba. Its surface has the color, but not the consistency, of human flesh. Countless eyes and toothy mouths constantly form and disappear all over the creature, retreating into its body even as they become apparent.

A gibbering mouther is a creature seemingly drawn from a lunatic's nightmares. Although not evil, it thirsts after bodily fluids and seems to prefer the blood of intelligent creatures. Sometimes the arrangement of eyes and mouths on a gibbering mouther's body resembles a face, but just as often the features have no relationship to one another.

A gibbering mouther is about 3 feet across and 3 to 4 feet high. It weighs about 200 pounds.

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

Combat

A gibbering mouther attacks 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 our 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 on a DC 13 Will save or be affected as though by a confusion spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same gibbering mouther's gibbering for 24 hours. The save DC is Charisma-based.

Ground Manipulation (Su): At will, as a standard action, a gibbering mouther can cause stone and earth in all adjacent squares 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).

Improved Grab (Ex): To use this ability, a gibbering mouther must hit a Medium or smaller foe with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Swallow Whole (Ex): The gibbering mouther can attempt to swallow a grappled opponent of Medium or smaller size by making a successful grapple check. (The gibbering mouther doesn't actually ""swallow"" the opponent - it engulfs it within its amorphous form - but the effect is essentially the same.) Once inside, the gibbering mouther can use its blood drain ability. A swallowed creature can cut its way out by dealing 5 points of damage to the gibbering mouther (same AC). The gibbering mouther's body can hold 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine creatures.

Blood Drain (Ex): A swallowed opponent automatically takes 1d4 points of Constitution damage each round.

Spittle (Ex): As a free action every round, a gibbering mouther can fire a stream of spittle at one opponent within 30 feet. The mouther makes a ranged touch attack; if it hits, it deals 1d4 points of acid damage, and the target must succeed on a DC 18 Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect but are still subject to the acid damage. The save DC is Constitution-based.

Amorphous (Ex): A gibbering mouther is not subject to extra damage from critical hits. It cannot be flanked.

Skills: Thanks to their multiple eyes, gibbering mouthers have a +4 racial bonus on Spot checks. A gibbering mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.