HP 9 (2d6 + 2; bloodied 5)
Speed 30 ft., burrow 5 ft.
Proficiency +2; Maneuver DC 10
Senses darkvision 60 ft., passive Perception 8
Gibber. When in a group of 10 or more, gibberlings collectively cause creatures within 100 feet to become frightened unless they succeed on a DC 9 Wisdom saving throw . The fear lasts until the gibberlings can no longer be seen or heard. Once a creature makes its save it cannot be affected by this feature for 24 hours.
Overrun. A gibberling does not provoke opportunity attacks when it moves out of an enemies’ reach.
Sunlight Sensitivity. While in sunlight, the gibberling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Mace, Shortsword, or Handaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) bludgeoning, piercing, or slashing damage.
Darkscape mushrooms are marbled grey mushrooms. They are nature’s response to an incursion from the outer planes, and a character proficient in Arcana, Nature, or herbalism kit can identify them and their nature (no check required). Darkscape mushrooms can be consumed to cure a creature of gibberslug infestation, and also act as deadly poison if ingested by gibberlings, inflicting 26 (4d10 + 4) poison damage.
Gibberlings’ terrible wailing can be heard for miles. These leering, furry abominations are spawned from captives by an ancient brood mothers.
Aberrations are unnatural beings that don’t belong to this plane of existence. Many aberrations are telepathic and use a mental power known as psionic power instead of magic. An aboleth is an aberration.