Gibbering Orb

Huge aberration, chaotic evil

Armor Class

26 (natural armor)

Hit Points

420 (29d12 + 232)

Speed

5 ft., fly 20 ft.

STR

30 (+10)

DEX

30 (+10)

CON

26 (+8)

INT

30 (+10)

WIS

23 (+6)

CHA

21 (+5)

Damage Resistances

cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone

Senses

darkvision 60 ft., passive Perception 30

Saving Throws

Int +19, Wis +15, Cha +14

Skills

Arcana +19, Perception +15

Languages

all

Challenge

30 (155,000 XP)

Hyper-Awareness. A lesser gibbering orb can see in all directions at once and cannot be surprised.

Flyby. The lesser gibbering orb doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

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 orb that can hear the gibbering 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.

Magic Resistance. The gibbering orb has advantage on saving throws against spells and other magical effects.

Esoteric Theft. When a creature dies by being swallowed whole (or when a creature killed by the lesser gibbering orb in some other fashion is eaten by it), the lesser gibbering orb absorbs the creature’s known spells, prepared spells, and innate magic abilities. The orb can use one of the absorbed abilities per turn as a bonus action. Each originates from an eye that is not producing an eye ray that round. Stolen spells and innate magic abilities are lost after 24 hours.

Actions

Multiattack. The gibbering orb makes six bite attacks.

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 37 (6d8 + 10) piercing damage. The target is grappled (escape DC 25) if the gibbering orb isn’t already grappling a creature, and the target is restrained until the grapple ends.

Swallow. The gibbering orb makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the gibbering orb, and it takes 21 (6d6) acid damage at the start of each of the gibbering orb’s turns. The gibbering orb can have only one target swallowed at a time.

If the gibbering orb dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Eye Rays. The orb casts three of the following spells as eye rays at random (reroll duplicates), choosing one to three targets it can see within 150 ft. of it. The spells have a save DC 22 and +14 to hit. Roll a d20 to determine the effects:

  1. acid arrow
  2. blindness/deafness
  3. chill touch
  4. prismatic spray
  5. forcecage
  6. dispel magic
  7. irresistible dance
  8. feblemind
  9. hypnotic pattern
  10. inflict wounds
  11. bestow curse
  12. magic missile
  13. ray of enfeeblement
  14. ray of frost
  15. finger of death
  16. disintegrate
  17. slow
  18. scorching ray
  19. lightning bolt
  20. power word stun
huge
aberration
cr30
tome-of-horrors