Gibberwock (5e Creature)

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Gibberwock

Large dragon, unaligned


Armor Class 13 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 20 ft., fly 80 ft.


STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 9 (-1) 12 (+1) 9 (-1)

Skills Perception +5, Stealth +4
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 15
Languages
Challenge 4 (1,100 XP)


Shadow Stealth. While in dim light or darkness, the gibberwock can take the Hide action as a bonus action.

Spider Climb. The gibberwock can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, the gibberwock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack. The gibberwock makes three attacks: one with its bite and two with its claws. It can make one stinger attack in place of its two claw attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Stinger. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 6 (1d4 + 4) piercing damage. On a hit, the target must make a DC 15 Constitution saving throw or become paralysed for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Frightful Presence. Each creature of the gibberwock's choice that is within 120 feet of the gibberwock and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the gibberwock's Frightful Presence for the next 24 hours.
A creature has advantage on the saving throw if the gibberwock is in sunlight.

Hypnotic Pattern (1/Day). The gibberwock casts the hypnotic pattern spell, centred on itself.
A creature has advantage on the saving throw if the gibberwock is in sunlight.

Hallucinogenic Breath (Recharge 5-6). The gibberwock breathes out a 15-foot cone of sweet smelling gas. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, roll a d6 and consult the following table for the effect:

1. Fear. The target is frightened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Euphoria. The target can't take reactions for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Stunning. The target is stunned until the start of its next turn.
4. Disorientation. The target has disadvantage on all attack rolls and saving throws for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. Confusion. The target suffers the effects of the confusion spell. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
6. Madness. The target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The GM controls its movement, which is erratic. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


The gibberwock is a cousin to the infamous jabberwock. Both creatures are related to the wyvren, but the gibberwock is extraordinary as it is exclusively nocturnal and lives in caves, making it's home in the Underdark. Physically weaker than the jabberwock and wyvren, the gibberwock uses its hallucinogenic poisons to disorient, disable and confuse its prey. The gibberwock is most notable for its midnight black skin that allows it to blend into pure darkness. This almost light absorbent skin disguises a unique feature of the gibberwock — its skin is marked with patterns that are only revealed when the gibberwock feels threatened or when it attempts to hypnotize its prey. When it puts on its threat display, the gibberwock's skin illuminates with fluorescent marks of neon orange, green, blue and magenta. The effect is jarring and terrifying for those who are caught by surprise, or for those unfortunate enough to happen to catch the gibberwock by surprise.
The gibberwock favors the tactics of the stalker, waiting until it can ambush its prey and use its hallucinogenic breath or hypnotic patterns to disable them before going in for the kill. Gibberwocks usually hunt in pairs, increasing their chances of disabling their prey. If wounded, a gibberwock will flee into the darkness, attempting to hide on high ceilings or walls and attacking when it can, then disappearing back into the darkness.


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