FREQUENCY: Very rare (cold
and underground regions) <>
FREQUENCY:
Very rare ([Dungeon Level IV])
NO. APPEARING: 1
ARMOR CLASS: 1
MOVE: 3" / 6" <gibbering
mouthers fly?>
HIT DICE: 4+3
% IN LAIR: 95%
TREASURE TYPE: [Q]
NO. OF ATTACKS: 6+
DAMAGE/ATTACK: 1 (x6) +
1 per round
SPECIAL ATTACKS: Spit, babble,
save vs. confusion
SPECIAL DEFENSES: Control
ground density for 5 foot radius
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: M
LEVEL/X.P. VALUE: IV | 210
+ 5
The gibbering mouther is
an amoeboid-like form of life, composed of all
mouths and eyes. Its favorite
tactic is to lie in WAIT with its eyes and
mouths shut so it appears
to be a lump of earthy material. Thus
it surprises a party stumbling
across it. Its only motive is to eat whatever is
edible and within reach,
regardless of whether the food is animal, vegetable,
or mineral. Because of the
creature's excessive hunger, the
mouther's lair and the surrounding
AREA will be stripped bare.
Gibbering mouthers prefer
to inhabit cold && underground regions.
The creature propels itself
by oozing forward, fastening several mouths to
the ground, and pulling
itself along. A mouther may MOVE faster
over
fluid, viscous terrains,
such as mud and quicksand, by a series of muscular
contractions. Given the
chance it will alter the ground (see below) with
its special talent to allow
this faster form of movement.
The brain of a mouther is
located in its mid-portion, and its gelatinous-like
body makes it difficult
to strike this one vital spot; thus its AC 1.
The mouther attacks in more
than one way.
Spit: The spittle of a mouther will
burst into a bright flare
if it strikes any hard, cold surface. The resulting
flash will blind for 1 round
those characters looking at the flash if they
fail to save vs. Petrification.
A mouther attacks by extending
and biting
with 6 mouths per round.
Each mouth which hits will fasten on and
drain an additional 1 point
of damage per round attached. When 3 or more
mouths are attached to a
single character, that person must check
each round thereafter for
slipping. A roll of 4 or less on 2d6 indicates the
character has fallen (+1
if Dex is 15+). If the character falls, the
gibbering mouther will flow
over the victim and bite with 12 more
mouths. Given the opportunity
once it has pulled down 1 victim, a
mouther will trap other
prey.
When any edible object is
sighted by a mouther, it may begin an incoherent
gibbering that causes confusion
in all characters within a 6"
radius unless a save vs.
Spells is made. For each round theat the gibbering
is heard, characters within
range must roll another save. If a character
becomes confused, roll a
1d8 to see what action he or she will take:
1 = wander
for 1 round;
2-5 =
stand stunned for 1 round;
6-7 =
attack the nearest living creature for 1 round;
8 = treat
as a fear spell (save at +2) and run away for 2 rounds.
A mouther always warms the
ground and stone within a 5-foot radius of
itself and can control the
consistency of this material by changing it to
dough-ish, tarry quicksand
or concrete. It requires 5 segments to alter <quicksand: wsg>
earth and 1 full round to
SHIFT stone to its next nearest form.
by Harold Johnson & Jeff R. Leason