12
7 (2d6)
30 ft.
charmed
darkvision 120 ft.
Gibberling
0
+2
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 Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
12
7 (2d6)
walk 25 ft.
Stealth +4
psychic
charmed, frightened
darkvision 60 ft.
—
1/4
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.
While in bright light, gibberlings have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
A gibberling gains advantage on stealth checks if it uses an action to burrow into dirt.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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.