Gibbering Orb | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Hombrew (The Ninth World), Dungeon Delve, Befallen

Gibbering Orb CR: 13 (10,000 XP)

Large aberration (demon), chaotic evil
Armor Class: 16 (natural armor)
Hit Points: 360 ( 38d10+152 )
Speed: 0 ft , can hover

STR

10 +0

DEX

14 +2

CON

18 +4

INT

3 -4

WIS

14 +2

CHA

17 +3

Saving Throws: INT 1d20+6 , WIS 1d20+8 , CHA 1d20+8
Skills: Proficiency Bonus +5, Perception +12
Condition Immunities: prone
Senses: darkvision 120 ft, passive Perception 22
Languages: Abyssal
Challenge Rating: 13 (10,000 XP)

Merciless Eyes. At the start of each enemy’s turn, if that creature is within the 30 feet of the gibbering orb’s line of sight, the gibbering orb uses one random eye ray power against that creature.   Gibbering. The gibbering orb babbles incoherently while it can see any creature and isn’t incapacitated. Each creature that starts its turn within 20 feet of the gibbering orb and can hear the gibbering orb must succeed on a DC 16 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.   Legendary Resistance (3/Day). If the gibbering orb fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The gibbering orb uses Bite and then Eye Rays.   Bite. Melee Weapon Attack: 1d20+7 to hit, reach 5 ft., one target. Hit: 16 ( 4d6+2 ) piercing damage. The mouth detaches from the gibbering orb and makes a new bite attack against the target each round at the start of the gibbering orb’s turn. When the mouth misses, it drops off and turns into useless, dead gray flesh.   Eye Rays. The gibbering orb shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. Bonewarping Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be weakened for 1 minute. While weakened any attack that uses a physical attribute for to-hit or damage has disadvantage and does half damage. The target can repeat the saving throw at the end of its turn to end the weakened effect.
  2. Mindcarving Ray. The targeted creature must make a DC 16 Intelligence saving throw, taking 36 ( 8d8 ) psychic damage on a failed save, or half as much damage on a successful one.
  3. Bloodfeasting Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 ( 10d10 ) necrotic damage and ongoing 10 necrotic damage for 1 minute (Repeat CON saving throw ends this effect). The target dies if the ray reduces it to 0 hit points.
  4. Souleating Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 ( 10d8 ) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. If the target fails the saving throw but survives, it is also slowed for 1 minute (as the spell). A second failed saving throw while slowed kills the target.
  5. Flesheating Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 ( 10d10 ) fire damage. The target dies if the ray reduces it to 0 hit points.
  6. Farsending Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be the target is briefly transported to the Far Realm, reappearing in the same space (or the nearest unoccupied space if that space is occupied) at the end of the gibbering orb’s next turn. Upon its return, the target takes 2d8+12 psychic damage and has disadvantage on saving throws until the end of the encounter.

Legendary Actions

The gibbering orb can take 3 legendary actions, using one of the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The gibbering orb regains spent legendary actions at the start of its turn. The gibbering orb is unintelligent and well generally use a random legendary action each turn.

  • Bite. The gibbering orb uses Bite.
  • Eye Ray. The gibbering orb uses one random eye ray.
  • Spell-Thief Spittle. The gibbering orb spits a chemical glob at a point it can see within 30 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 16 Intelligence saving throw or lose a random memorized spell, the gibbering orb may then use the spell consuming its reaction or another legendary action. Not spellcasters are instead blinded for 1 minute.

Lair Actions

When fighting inside its lair, a gibbering orb can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the gibbering orb can take one lair action to cause one of the following effects:

  • A 50-foot-square area of ground within 120 feet of the gibbering orb becomes doughlike; that area is difficult terrain until initiative count 20 on the next round.
  • Walls within 120 feet of the gibbering orb sprout grasping appendages until initiative count 20 on the round after next. Each creature of the gibbering orb's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
  • An eye opens on a solid surface within 60 feet of the gibbering orb. One random eye ray of the gibbering orb shoots from that eye at a target of the gibbering orb's choice that it can see. The eye then closes and disappears.
The gibbering orb can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.

The gibbering orb treats Befallen as its lair.

Regional Effects

A region containing a gibbering orb's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:

  • Creatures within 1 mile of the gibbering orb's lair sometimes feel as if they're being watched when they aren't.
  • When the gibbering orb sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person.
If the gibbering orb dies, these effects fade over the course of 1d10 days.

These great masses of floating amorphous flesh appear to be covered in bloodshot, weeping eyes and disgustingly vile mouths. The gibbering orb is a pulsing mass of sickly greyish-green flesh, roughly 20 ft. in diameter.

Suggested Environments

Befallen, The Abyss


Created by

solomani.

Statblock Type

Monster

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