Tellus' Standard Reference
Titanic Gibberlord CR: 35
Gargantuan abberation, chaotic/evil
Armor Class: 26
Hit Points: 1001 (15d10*10)
Speed:
Saving Throws: Str +25, Con +22, Wis +17, Cha +20
Skills: Athletics +25, Perception +27, Intimidation +20
Damage Resistances: cold, lightning, thunder
Damage Immunities: acid, poison, psychic, necrotic
Condition Immunities: blinded, charmed, frightened, poisoned, stunned, prone
Senses: truesight 500 ft., passive Perception 37
Languages: Deep Speech, telepathy 1 mile
Challenge Rating: 35
( 250,000 XP)
Proficiency Bonus: +10
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Titanic Gibberlord by H Ogni
Gibbering Reality
The Gibberlord's countless mouths spew endless, incoherent ramblings that warp the minds of all who hear them. Any creature that starts its turn within 300 feet of the Gibberlord must make a DC 28 Wisdom saving throw or suffer one of the following effects
roll a d6 :
- Takes 14d10 psychic damage.
- Becomes confused (as the confusion spell) for 1 minute. The creature can repeat the save at the end of each of its turns.
- Becomes frightened of the Gibberlord for 1 minute.
- Drops everything and falls prone, overcome with agony.
- Takes 10d10 necrotic damage and gains 1 level of exhaustion.
- Is forced to use their reaction to move their speed in a random direction.
A creature that succeeds on this save is immune for 24 hours.
Reality Unraveled
The Gibberlord distorts space itself. It is under the effects of the foresight spell and can’t be affected by divination magic unless it wishes to be. Additionally, ranged attacks against it suffer disadvantage as reality bends around it.
Horrific Amalgamation
The Gibberlord constantly shifts, sprouting new limbs and appendages at will. When it takes damage, it can use its reaction to change its resistances, gaining immunity to the triggering damage type until the end of its next turn.
Legendary Resistances (5/day0
If the Gibberlord fails a saving throw, it can instead choose to succeed.
Actions
Multiattack
The Gibberlord makes four melee attacks.
Maw of Madness
Melee Weapon Attack: +25 to hit, reach 30 ft., one target.
Hit: 110 (15d12 + 15) piercing damage, plus 55 (10d10) psychic damage. The target must succeed on a DC 28 Wisdom saving throw or be afflicted by short-term madness for 1 minute.
Crushing Tentacle
Melee Weapon Attack: +25 to hit, reach 100 ft., one target.
Hit: 143 (22d12 + 15) bludgeoning damage. The target is grappled (escape DC 30). Until the grapple ends, the creature is restrained and takes 77 (14d10) acid damage at the start of each of its turns.
Corrupting Wail (Recharge 5-6)
The Gibberlord releases an unholy scream. Each creature within 300 feet must make a DC 28 Constitution saving throw, taking
36d10 necrotic damage and gaining a level of exhaustion on a failure, or half as much on a success.
Annihilation Maw (Recharge 6)
The Gibberlord opens a rift of gnashing, extradimensional mouths in a 60-foot radius centered on itself. Each creature in the area must make a DC 30 Dexterity saving throw or be drawn into the void, taking
50d10 force damage. A creature reduced to 0 hit points by this effect is consumed, erased from existence.
Legendary Actions
The Gibberlord can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
Lash (Costs 1 Action)
The Gibberlord makes a Maw of Madness or Crushing Tentacle attack.
Warped Manifestation (Costs 2 Actions)
The Gibberlord spawns an aberrant horror within 60 feet. This creature is equivalent to a Gibbering Mouther or Aboleth (DM’s choice). It acts immediately after the Gibberlord and remains for 1 hour or until slain.
Break the Mind (Costs 3 Actions)
The Gibberlord targets a creature it can see within 300 feet. The target must make a DC 28 Intelligence saving throw or be reduced to 0 Intelligence and fall into a coma until they receive greater restoration or similar magic.
Reality Fracture (Costs 5 Actions)
The Gibberlord rips apart the fabric of space in a 500-foot radius, causing gravity shifts, time loops, and spatial warping. Until the end of its next turn, all creatures in the area suffer the effects of the reverse gravity and time stop spells (affecting only the Gibberlord).
Lair Actions
On initiative count 20 (losing initiative ties), the Gibberlord can use one of the following lair actions:
Howling Rift
A rift opens within 200 feet, pulling creatures toward it. Each creature in a 60-foot radius must make a DC 28 Strength saving throw or be dragged 30 feet toward the center, taking 66 (12d10) force damage.
Echo of the Void
Spectral mouths appear, whispering maddening truths. All creatures within 300 feet must make a DC 28 Intelligence saving throw or be stunned for 1 minute. They can repeat the save at the end of each turn.
Visions of Doom
The Gibberlord projects an apocalyptic nightmare into the minds of its foes. Each creature within 1 mile experiences intense hallucinations, imposing disadvantage on all attack rolls and saving throws for 1 minute.
Regional Effects
The Gibberlord’s presence distorts the world in the following ways:
- The sky within 50 miles churns with ever-shifting, impossible colors and writhing illusions.
- Gravity in the area fluctuates wildly, sometimes causing objects to float or crash violently to the ground.
- Water within 20 miles becomes a corrosive, acidic substance that melts flesh on contact.
- Structures and terrain seem to shift when unobserved, making navigation impossible without magical aid.
- Dreams within 100 miles become horrifying, prophetic visions of madness. Those who sleep must make a DC 25 Wisdom saving throw or suffer the effects of nightmare.
A towering, amorphous horror of writhing flesh, the Chimeric Gibberlord is an aberrant nightmare given form. Its body is a chaotic fusion of countless mouths, leering eyes, and grotesque, ever-shifting appendages—each one a mockery of natural anatomy. Some limbs resemble grasping tentacles covered in gnashing teeth, while others are crude, malformed arms that twitch and flail with no purpose.
From its undulating mass, an endless cacophony of voices spills forth—whispering secrets best left unknown, shrieking in incomprehensible tongues, and laughing with an insanity that infects all who hear it. The very air around the Gibberlord warps and distorts, reality itself bending beneath its presence.
Said to be a being from beyond mortal understanding, the Gibberlord does not merely destroy—it unravels. Minds fracture in its wake, bodies mutate uncontrollably, and even the laws of time and space tremble at its touch. Those unfortunate enough to gaze upon it too long find their thoughts slipping away, replaced by the terrible, alien logic of the void.
The Gibberlord does not act with malice or purpose. It is a force of entropy, an avatar of incomprehensible madness, and the harbinger of a world consumed by its ever-hungry, gibbering mouths.
Suggested Environments
Large cave systems, where it will grow to fill its space.