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Gibbering Orb


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.  The orb distends and undulates as it flies, seeming to spasm through the air rather than fly. The creature does not seem to have a top or bottom, nor does it have any form of appendages for handling objects.

Gibbering Orb CR 27

XP 3,276,800
CE Huge aberration
Init +16; Senses darkvision 60 ft.; Perception +37

DEFENSE

AC 48, touch 32, flat-footed 36 (+12 Dex, +12 insight, +16 natural, –2 size)
hp 337 (27d8+216)
Fort +17; Ref +21; Will +24
Defensive Abilities all-around vision; DR 10/epic; Immune critical hits, flanking; SR 37

OFFENSE

Speed 5 ft., fly 20 ft. (good)
Melee 12 bites +30 (2d8+11/19–20 plus grab)
Ranged 24 eye rays +31 touch
Space 15 ft.; Reach 10 ft.
Special Attacks eye rays, gibbering (60 ft., Will DC 29), steal spell, steal spell-like ability, swallow whole (4d8 constriction damage plus 3d10 acid damage, AC 18, hp 33)
Spell-like Abilities (CL 27th, save DC 16 + spell level)

At will—two stolen spells or spell-like abilities per round

STATISTICS

Str 32, Dex 35, Con 27, Int 40, Wis 24, Cha 22
Base Atk +20; CMB +33 (+37 to grapple); CMD 55 (can’t be tripped)
Feats Bleeding Critical, Critical Focus, Die Hard, Endurance, Flyby Attack, Greater Vital Strike, Improved Initiative, Improved Critical (bite), Improved Iron Will, Improved Vital Strike, Iron Will, Vital Strike, Weapon Focus (eye ray), Weapon Focus (bite)
Skills Acrobatics +42, Bluff +33, Diplomacy +33, Escape Artist +42, Fly +42, Heal +34, Intimidate +36, Knowledge (arcana) +45, Knowledge (dungeoneering) +42, Knowledge (history) +42, Knowledge (local) +42, Knowledge (planes) +45, Linguistics +42, Perception +41, Sense Motive +34, Spellcraft +45 , Stealth +34, Survival +37, Use Magic Device +33; Racial Modifiers +4 Perception
Languages all
SQ flight

SPECIAL ABILITIES

Eye Rays (Su)

Two dozen of the eyes can each produce a magical ray each round, with each eye emulating a spell from among the list of spells below (CL 27th.) The save DCs, where applicable, are 16 + spell level. A gibbering orb has no directional limitations on where it can point its eye rays, because the eyes orbiting around its body drift and float wherever needed. However, a gibbering orb can never aim more than five rays at any single target, due to limitations of aiming. All rays have a range of 150 ft. Each of these effects functions as a ray, regardless of the normal parameters of the spell it resembles. That is, each is usable against a single target and requires a ranged touch attack. The eye rays are: cone of cold, disintegrate, dominate monster, energy drain, feeblemind, finger of death, flesh to stone, greater dispel magic, harm, hold monster, horrid wilting, implosion, inflict critical wounds, lightning bolt, magic missile, mage’s disjunction, irresistible dance, baleful polymorph, power word blind, power word kill, power word stun, prismatic spray, slay living, and temporal stasis.

Flight (Ex)

The gibbering orb’s body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 ft. This buoyancy also grants it a permanent feather fall effect with personal range.

Gibbering (Su)

The cacophony of speech emanating from the scores of mouths that make up the orb forces all within 60 ft. of the creature to succeed at a DC 29 Will save each round or suffer the effects of an insanity spell.

Steal Spell/Steal Spell-Like Ability (Su)

When a creature dies by being swallowed whole (or when a creature killed by the gibbering orb in some other fashion is eaten by it), the gibbering orb absorbs the creature’s known spells, prepared spells, and spell-like abilities. The orb can use any two of those abilities per round as a free action. Each originates from an eye that is not producing an eye ray that round. Stolen spells and spell-like abilities are lost after 24 hours.

ECOLOGY

Environment any
Organization solitary
Treasure standard

These great harbingers of insanity and chaos are fortunately very rare indeed. Locked away by whatever powers preserve order and sanity, the gibbering orbs occasionally make their way to the civilized world to satiate its ravenous hunger for sentient beings. While the gibbering orb looks like a mass of chaotic, insanely impossible flesh, it is a clever and very intelligent adversary. If any being is so foolish as to attack a gibbering orb, it hurls itself at its foes with complete abandon, somehow making tactical decisions despite its completely random approach to destruction.

Section 15: Copyright Notice

Rappan Athuk Copyright 2012 Bill Webb, Frog God Games