Gibbering Spawn

Gibbering Spawn
Small aberration, chaotic evil
- Armor Class 12
- Hit Points 9 (2d6 + 2)
- Speed 20 ft., climb 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 12 (+1) | 1 (–5) | 10 (+0) | 2 (–4) |
- Saving Throws Dex +4
- Skills Stealth +4
- Damage Resistances psychic
- Condition Immunities charmed, frightened
- Senses blindsight 30 ft., darkvision 60 ft., passive Perception 10
- Languages —
- Challenge 1/4 (50 XP)
Gibbering Echo
Any creature that starts its turn within 10 feet of one or more Gibbering Spawn must succeed on a DC 10 Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its turn.
Cling to Flesh (Recharge 5–6)
If the Gibbering Spawn is adjacent to a creature, it may attempt to leap and adhere to its target. The creature must succeed on a DC 12 Dexterity saving throw or become grappled (escape DC 12). While grappled, the Spawn automatically deals 1d4 piercing damage at the start of its turn.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 2) piercing damage.