Gibberling

Small fiend (demon), typically chaotic evil

Armor Class

12

Hit Points

7 (2d6)

Speed

30 ft.

Condition Immunities

charmed

Senses

darkvision 120 ft.

Languages

Gibberling

Challenge

0

Proficiency Bonus

+2

Aversion to Fire

If the gibberling takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Incessant Gibberish

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.

Actions

Bite

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Gibberling

Small aberration, Chaotic Neutral

Armor Class

12

Hit Points

7 (2d6)

Speed

walk 25 ft.

Skills

Stealth +4

Damage Resistances

psychic

Condition Immunities

charmed, frightened

Senses

darkvision 60 ft.

Languages

Challenge

1/4

Reckless

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.

Light Sensitivity

While in bright light, gibberlings have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Burrow

A gibberling gains advantage on stealth checks if it uses an action to burrow into dirt.

Actions

Dagger

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Swarm

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. The target is grappled (escape DC 10). All gibberlings within 5 ft. of the target can use a reaction to make a dagger attack with advantage on the attack roll.