Gibbering Mouther
Aberration · Crown of Despair
T3d8Minor
Amorphous horrors born from carrion, these blobs of eyes and mouths babble madness, dissolving flesh with acidic spittle and driving victims insane.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 9 · ATK +4 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 12 | - | - |
| Mind | 18 | - | - |
| Sense | 16 | - | - |
| Heart | 16 | - | - |
| Cunning | 6 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Amorphous
Squeezes through gaps an inch wide and cannot be grabbed or knocked prone. It knows no fear and fights until destroyed.
Gibbering
A creature that starts its turn within 20 ft and can hear the babble makes a Mind save or spends all its movement stumbling in a random direction.
Maneuvers
Blinding Spittle
Spits caustic bile at one creature within 30 ft. The target makes a Body save or takes 3 damage and is blinded for 1 round; on a success it takes 1 Vigor damage.
Reactions
Envelop
When a creature within 5 ft falls prone, the mouther flows over it and bites with advantage.
Tactics
GM tactics
Moves toward the largest cluster of enemies, relying on its Gibbering to disrupt tactics. Targets spellcasters with Blinding Spittle. Doesn't fear death-attracted to combat like a moth to flame.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
- A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 6 kills it outright, and a single blow of 6 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Two attacks in a normal turn: Tier 3+ Minors get a second.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.