Chimeric Gibberlord
A reeking mass of foetid flesh and murming madness, this massive lump of meat is covered with mouths that constantly jabber in a maddening cacophany of insanity. The abberation contains no bones or solid structures within its body, absorbing the entirety of its victims-including their memories and personalities.
The Chimeric Gibberlord has a myriad of abilities that make it a dangerous foe, as detailed in the following stat block:Tellus' Standard Reference
Chimeric Gibberlord CR: 20
STR
20 +5
DEX
14 +2
CON
22 +6
INT
10 +0
WIS
16 +3
CHA
19 +4
Perception +15, Intimidation +10
Blindsight 120 ft. (blind beyond this radius passive Perception 25
Special Abilities
Legendary Resistance (3/Day).
If the Chimeric Gibberlord fails a saving throw, it can choose to succeed instead.
Gibbering Aura.
The air around the Chimeric Gibberlord is filled with insane babbling. Creatures within 30 feet of the Gibberlord that can hear it must succeed on a DC 18 Wisdom saving throw at the start of their turn or become confused (as per the *confusion* spell) until the start of their next turn. A creature that succeeds is immune to this effect for 24 hours.
Amorphous Form.
The Chimeric Gibberlord can move through a space as narrow as 1 inch wide without squeezing. It cannot be grappled or restrained.
Ground Consumption.
The ground in a 10-foot radius around the Chimeric Gibberlord is transformed into bubbling, acidic sludge. The area is difficult terrain, and creatures that start their turn there take 10 (3d6) acid damage.
Eyes of Madness.
When a creature starts its turn within 60 feet of the Gibberlord and can see it, it must succeed on a DC 18 Wisdom saving throw or be paralyzed until the end of its turn. On a success, the creature becomes immune to this effect for 24 hours.
Actions
Multiattack.
The Chimeric Gibberlord makes three Bite attacks and uses Engulf if available.
Bite.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d8 + 5) piercing damage plus 10 (3d6) acid damage.
Engulf.
The Chimeric Gibberlord targets one Large or smaller creature within 10 feet. The target must succeed on a DC 18 Dexterity saving throw or be engulfed. While engulfed, the creature is blinded, restrained, and takes 28 (8d6) acid damage at the start of each of its turns. The creature can repeat the saving throw at the end of its turns, escaping on a success.
Acidic Spit (Recharge 5-6).
The Gibberlord spits a glob of acid at a point it can see within 60 feet. Each creature in a 20-foot radius sphere centered on that point must make a DC 18 Dexterity saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The Chimeric Gibberlord can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The Chimeric Gibberlord regains spent legendary actions at the start of its turn.
Babble (Costs 1 Action).
Each creature within 30 feet must succeed on a DC 18 Wisdom saving throw or take 10 (3d6) psychic damage and lose concentration on a spell.
Sludge Surge (Costs 2 Actions).
The Gibberlord moves up to its speed, ignoring difficult terrain, and creatures it moves through must succeed on a DC 18 Strength saving throw or be knocked prone.
Lash of Flesh (Costs 3 Actions).
The Gibberlord extends a pseudopod of flesh to lash at every creature within 30 feet. The targets must succeed on a DC 18 Strength saving throw or take 27 (6d8) bludgeoning damage and be pulled 15 feet closer to the Gibberlord.
Lair Actions
Lair Actions
Metallic Reverberation.
The metallic walls hum with an eerie resonance. Each creature within 60 feet of the Gibberlord must succeed on a DC 18 Constitution saving throw or take 14 (4d6) thunder damage and be deafened until the start of their next turn.
Reflected Terror.
The distorted surfaces around the lair twist and reshape, causing reflections to come alive. Each creature within 30 feet of a wall must succeed on a DC 18 Wisdom saving throw or take 10 (3d6) psychic damage and become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of its turns, ending the effect on a success.
Corrosive Surge.
Acidic vapors rise from the metallic floor. Each creature within 20 feet of the Gibberlord must succeed on a DC 18 Dexterity saving throw or take 21 (6d6) acid damage. The area affected becomes difficult terrain until initiative count 20 on the next round.
Lair
The Chimeric Gibberlord resides in a vast, amphitheater-like lair crafted entirely from warped, corroded metal. The walls, floor, and ceiling shimmer with an otherworldly sheen, reflecting distorted images of those who enter. The architecture appears unnatural, as if melted and twisted by some incomprehensible force, with jagged spires and pits that seem to defy geometry.
Regional Effects
Regional Effects
The influence of the Chimeric Gibberlord warps the surrounding area:- The air within 1 mile of the lair hums faintly, causing creatures to feel uneasy and have disadvantage on Wisdom (Perception) checks.
- Pools of acid form in unnatural patterns within 1 mile of the lair, corroding metal objects left within them for more than an hour.
- Aberrations within 1 mile of the lair gain increased aggression, attacking intruders on sight.
A mass of roiling, boneless flesh, and reeking, bubbling viscera, this stinking agglomeration of foetid bodies is a parasitic mass of DNA that found its way to Tellus with a little help from Pandora. Myriad murmuring mouths permeate the entire flaccid mass of the creature, gibbering in a maddening manner.
Suggested Environments
Dark, damp environs. Water is very important to the parasite, and sunlight can kill it over just a short amount of time.
Basic Information
Anatomy
It is a writhing mass of unboned flesh that forms psuedopods as needed. It fills the lower portions of an ancient amphitheater when not active, pooling up in puddles and lumps of tissue.
Genetics and Reproduction
It reproduces through binary fission when necessary. It only takes a handful of matter being planted in a dark, damp place to grow the parasite, which will begin expanding and feeding on organic life forms. It will expand as uch as it needs to in order to consume life.
Growth Rate & Stages
It grows slowly, but perceivably, and unless stopped could conceivably cover a portion of the entire planet. Or, under the right circumstances, the whole thing.
Ecology and Habitats
The Gibberlord needs a dark, damp place to gestate and expand. It also needs to be safe at the beginning stages of its life on any planet it finds itself on. It is easily destroyed when it is still young and vulnerable.
Dietary Needs and Habits
It spends most of its time at rest, reserving its energy for the hunt; however, it consumes all life, including the insects that are attracted to its foetid odor. In fact insects make up the bulk of its diet, as it is always in the midst of consuming those that get trapped on its sticky, roiling mass of flesh.
It needs the sustenance of larger game at times, however, and it will grow itself to find them, releasing tendrils in every direction to search for more food. When it finds a reliable source of protein, it will grow itself in that direction, amassing an offshoot that will kill and consume whatever prey it had discovered.
Biological Cycle
It is a completely alien life form, coming from a galaxy far away, in a completely foreign plane of existence called the Far Realms.
Behaviour
Its only motivation is to feed, and to grow, until it has consumed everything there is.
Additional Information
Perception and Sensory Capabilities
Blindsight, 120'. It is blind beyond that range; however, it extends threads of itself to within a half a mile of itself. These threads, while meant to anchor future growth of the abberation, also count as being able to "see".
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