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Pathfinder: Gibbering Glob

When it comes to monsters, there are some D&D classics that everyone just loves. Owlbears spring instantly to mind. Gelatinous cubes is another one. Bugbears, drow, multicolored dragons, and a whole host of others make the game instantly recognizable. Then there are the ones that Wizards owns and doesn’t let anyone out side of some license touch. Things like a panther with tentacles on it’s back or a human sized race if Cthulhus. The great classic, however, is the floating eye ball with little eyes on stalks. That one is well known.

Making those monsters with the serial numbers filed off is a proud tradition that goes a long way back. To claim that that monster was not a source of inspiration would be untrue. That was only one source of inspiration. Another was the gibbering mouther from the Pathfinder Bestiary. So when I set out to create the Book of Beasts: Legendary Foes, I wanted a high level version of that monster in my book. To make it unique, we added in flavor from other sources, including the classic monster that we will not name.

Download the Pathfinder Book of Beasts: Legendary Foes today at the JBE Shop, DriveThruRPG/RPGNow Paizo and the Open Gaming Store.

Gibbering Glob

The entire surface of this red, ball-like creature is covered with eyes and mouths. A constant cacophony surrounds this creature as each mouth speaks in a different language.

Gibbering Glob CR 25

XP 1,638,400
CE Huge aberration
Init +16; Senses all-around vision, darkvision 120 ft.; Perception +47
Aura gibbering aura (60 ft., DC 33)


Defense


AC 44, touch 24, flat-footed 32 (+12 Dex, +4 insight, +20 natural, –2 size)
hp 565 (39d8+390); fast healing 30
Fort +23, Ref +25, Will +28
Defensive Abilities amorphous; DR 10/epic; Immune death effects, disease, energy drain, mind-affecting effects, negative energy, paralysis, poison, polymorph; Resist acid 20, cold 20, electricity 20, fire 20, sonic 20; SR 39


Offense


Speed 5 ft., fly 30 ft. (good)
Melee 12 bites +36 (2d6+8/19–20 plus grab)
Ranged 24 eye rays +40 (2d6 energy/19–20 plus eye effects)
Space 15 ft.; Reach 10 ft.
Special Attacks swallow whole (4d6 acid plus 4d6 cold plus 4d6 electricity plus 4d6 fire plus 4d6 sonic, AC 20, hp 56)


Statistics


Str 26, Dex 34, Con 30, Int 18, Wis 20, Cha 18
Base Atk +29; CMB +39 (+43 grapple); CMD 65
Feats Blinding Critical, Critical Focus, Dazzling Display, Deadly Aim (–8/+16), Flyby Attack, Hover, Improved Critical (bite), Improved Critical (eye ray), Improved Initiative, Improved Iron Will, Improved Precise Shot, Iron Will, Point Blank Shot, Precise Shot, Shatter Defenses, Skill Focus (Linguistics), Spell Focus (necromancy), Stealthy, Weapon Focus (bite), Weapon Focus (eye ray)
Skills Escape Artist +58, Fly +54, Intimidate +46, Knowledge (arcana) +46, Linguistics +49, Perception +47, Spellcraft +46, Stealth +50
Languages Aklo, Common, Terran, Undercommon and 39 other languages


Ecology


Environment any underground
Organization solitary, pair
Treasure triple


Special Abilities


Amorphous (Su) A gibbering glob’s body is constantly in flux. There is a 75% change that any critical hit or sneak attack scored against the gibbering glob is negated and normal damage is rolled instead.
Eye Effects (Su) Upon a successful attack, an eye ray also deals an additional effect as per a particular spell. The spell only affects the target of the eye ray. The exact effect is randomly determined. A gibbering glob possesses a 25th caster level for these effects. These spells are: (01–05%) baleful polymorph (DC 19), (06–10%) disintegrate (DC 20), (11–15%) dominate monster (DC 23), (16–20%) energy drain (DC 24), (21–25%) feeblemind (DC 19), (26–30%) finger of death (DC 22), (31–35%) flesh to stone (DC 20), (36–40%) greater dispel magic, (41–45%) harm (DC 21), (46–50%) hold monster (DC 19), (51–55%) horrid wilting (DC 23), (56–60%) implosion (DC 23), (61–65%) irresistible dance (DC 22), (66–70%) mage’s disjunction (DC 23), (71–75%) power word blind (DC 21), (76–80%) power word kill (DC 23), (81–85%) power word stun (DC 22), (86–90%) prismatic spray (DC 21), (91–95%) slay living (DC 20), and (96–00%) temporal stasis (DC 22). These save DCs are Charisma-based.
Eye Rays (Su) The whole of a gibbering glob’s body is covered with eyes and the gibbering glob can shoot out rays of harmful energy at a creature that deal 2d6 points of energy damage. The exact kind of energy is determined randomly (01–20% acid, 21–40% cold, 41–60% electricity, 61–80% fire, 81–00% sonic). No more than 6 rays can be aimed at a single creature in a single turn. The range is 150 feet.

Gibbering Aura (Su) The cacophony of speech emanating from the scores of mouths that make up the gibbering glob forces all within 60 feet of the creature to succeed at a Will save each round (DC 33) or suffer the effects of an insanity spell. This is a mind-affecting, sonic attack. The save DC is Charisma-based.

A disgusting, floating mass of mouths and eyes, a gibbering glob speaks just about every language known and it can make a reasonable approximation of any language it does not know. However, with so many mouths speaking at any one time, any creature that comes close typically finds the constant noise to be maddening.

A gibbering glob is about 14 feet in diameter and weighs about 4,000 pounds.