Small aberration, Chaotic Neutral
| Armor Class | 12 |
|---|---|
| Hit Points | 7 (2d6) |
| Speed | 25 ft., burrow 5 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 15 (+2) | 10 (+0) | 6 (-2) | 8 (-1) | 8 (-1) |
| Saving Throws | — |
|---|---|
| Skills | Stealth +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | psychic |
| Damage Immunities | — |
| Condition Immunities | charmed; frightened |
| Senses | darkvision 60 ft., passive Perception 9 |
| Languages | — |
| Challenge | 1/4 |
While in bright light, gibberlings have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
At the start of its turn, the gibberling can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. If the target is a Medium or smaller creature, it has the grappled condition (escape DC 10). All gibberlings within 5 feet of the target can use a reaction to make a Dagger attack with advantage on the attack roll.
The gibberling burrows into the dirt, giving itself the prone condition. It has advantage on Dexterity (Stealth) checks while it is prone.
Small fiend (demon), Chaotic Evil
| Armor Class | 12 |
|---|---|
| Hit Points | 7 (2d6) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 14 (+2) | 11 (+0) | 5 (-3) | 7 (-2) | 5 (-3) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | charmed |
| Senses | darkvision 120 ft., passive Perception 8 |
| Languages | Gibberling |
| Challenge | 0 |
If the gibberling takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Any non-gibberling that is within 30 feet of the gibberling and doesn't have the deafened condition has disadvantage on Constitution saving throws to maintain concentration on spells and similar effects.
Melee Attack Roll: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.