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    Jan 2007
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    Default Re: GITP Monster Competition XXIV - ♫ Sing Along ♫

    Sonorous Mouther

    Large Aberration (Chaotic, Extraplanar)
    Hit Dice: 7d8 + 35 (66 hp)
    Initiative: +2
    Speed: 20 feet (4 squares); swim 20 ft.
    Armor Class: 21 (+2 Dex, +10 natural, -1 size), touch 11, flat-footed 19
    Base Attack/Grapple: +5/+13
    Attack: Bite +8 (1d6 + 4)
    Full Attack: 4 bites +8 (1d6 + 4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Blindsight 60 ft.; engulf; improved grab; maddening song; spell-like abilities
    Special Qualities: Aberration traits; amorphous; DR 5/slashing; immunity to sonic; insanity; silence soothes the beast
    Saves: Fort +7, Ref +6, Will +9
    Abilities: Str 19, Dex 14, Con 21, Int 4, Wis 3, Cha 19
    Skills: Hide +6, Listen -1, Move Silently -6, Spot -1, Swim +12
    Feats: Ability Focus (maddening song), Chaotic Mind, Lightning Reflexes
    Environment: Underground or the Far Realm
    Organization: Solitary, duet, or ensemble (4-6)
    Challenge Rating: 8
    Treasure: None
    Alignment: Always Chaotic Neutral
    Advancement: 8-14 HD (Large)
    Level Adjustment:

    From somewhere nearby you hear a strange sound - not quite what you would call "music," but what you might chaos and insanity might sound like were it distilled into music. Suddenly, you see a large shape emerging from the darkness - an ever-changing shape that seems to be composed entirely of mouths floating in some ichorous medium.

    The sonorous mouther is somewhat related to similar creatures. Hailing from some mad Far Realm beyond the ken of humanity, sonorous mouthers stalk prey (or whatever it is they stalk) by driving enemies mad with dissonant song. The body of a mouther is almost like that of a ooze, constantly shifting with new mouths appearing and disappearing constantly.

    Some insane mages have been known to summon these unspeakable creatures from their home plane, but in many cases the plot is foiled by the mages' inability to control their charges.

    A sonorous mouther speaks no known language, but they sometimes seem to understand language and are able to affect others with language-dependent effects no matter the opponent's language.


    A sonorous mouther uses its maddening song to fascinate and distract enemies, hoping to render them unable to ward off its engulf attack. Mouthers often use their spell-like abilities to confuse enemies and drive them against each other, preferring to use greater command or mind fog only when surrounded by tougher-than-usual foes. If a mouther is severely injured and the battle looks lost, it uses its calm emotions spell-like ability to escape from danger. Sonorous Mouther’s speak no language and probably understand no language, but the victims of their spell-like abilities feel willed to do certain actions rather than being told to do them. A sonorous mouther’s natural attacks are treated as chaotic-aligned for the purpose of overcoming damage reduction.

    Amorphous (Ex): A sonorous mouther’s body is like that of an ooze, constantly shifting and reforming. It is not subject to critical hits or sneak attacks and cannot be flanked.

    Engulf (Ex): A sonorous mouther can try to engulf a Medium or smaller opponent grabbed by one or more mouths. The opponent must make a DC 19 Reflex save or be pulled inside the mass of shifting organs. The save DC is Strength-based and includes a +2 racial bonus. A mouther may engulf up to two Medium creatures, 4 Small Creatures, 16 Tiny creatures, or 32 Diminutive or smaller creatures at once.

    At the beginning of each of its turns, a creature engulfed by the mouther takes automatic damage as if it had been hit by two bite attacks. It also takes 1 point of Wisdom damage each round it is engulfed. The engulfed creature can take no actions but purely mental ones, though it must make a Concentration check (DC equals damage taken that round) to cast a spell, manifest a psionic power, or use a similar ability.

    Improved Grab (Ex): To use this ability, a sonorous mouther must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Insanity (Ex): A sonorous mouther’s mind is warped and corrupted by it’s origin in the Far Realm. A sonorous mouther is immune to mind-affecting spells and abilities, and any creature that targets the mouther with such a spell or ability takes 3d6 + 4 non-lethal damage and 1d3 points of temporary Wisdom damage. A creature whose Wisdom is reduced down to 0 by this ability suffers from insanity, as the spell, even after the Wisdom damage heals.

    Also, a sonorous mouther may treat a negative Wisdom modifier as positive for the purpose of determining Will saves. For instance, a standard sonorous mouther has a Wisdom score of 3, yielding a -4 Wisdom modifier; to determine its Will save, however, this modifier is treated as +4 instead. (This bonus is already included above.)

    Maddening Song (Su): A sonorous mouther constantly emits an eerie song from its many orifices, though no one is quite sure whether this is a form of communication or simply a trait of the creature’s anatomy or origin; this song imposes a -8 penalty to Move Silently checks made by the mouther. All creatures other than sonorous mouthers entering into or remaining in the 60-foot spread must make a DC 19 Will save or be dazed for one round and fascinated for 1d4 rounds thereafter. This is a sonic, mind-affecting effect, and the DC is Charisma-based and includes the bonus from the mouther's Ability Focus (Maddening Song) feat. Creatures that succeed on the save do not have to make another save for a number of round equal to their Wisdom modifier.

    A spellcaster attempting to cast a spell in the area of the maddening song must make a Concentration check with a DC equal to (10 + spell level + ½ the sonorous mouther’s HD + the sonorous mouther’s Charisma modifier) or lose the spell, regardless of whether or not he succeeded on any Will saves against the maddening song. Similarly, a Bard attempting to use his Bardic Music abilities in the area must make a Perform check with a DC (10 + the mouther’s HD + the mouther’s Charisma modifier) or have his song immediately end.

    Silence Sooths the Beast (Su): A silence spell that targets the mouther suppresses the maddening song ability for a number of round equal to the caster’s Wisdom modifier. In addition, any creature engulfed by the creature is immediately released with no further damage and emerges prone in a randomly-determined space adjacent to the mouther. The mouther takes a -2 penalty to AC and saving throws while its maddening song is suppressed.

    Spell-Like Abilities: At will – charm person (DC 14), lesser confusion (DC 15); 3/day – calm emotions (DC 16), mind fog (DC 19); 1/day – greater command (DC 19). A sonorous mouther is treated as being able to speak any language for the purpose of determining if it can affect creatures with any language-dependent abilities. The save DCs for its spell-like abilities are Charisma-based. The caster level for these spell-like abilities is ½ the sonorous mouther’s HD.

    Skills: A sonorous mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


    Characters with ranks in Knowledge (Dungeoneering) or Knowledge (The Planes) can learn more about sonorous mouthers. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

    {table=head]DC | Result
    17 | A sonorous mouther is a horrible entity from the Far Realms, related to other ooze-like mouthers. Its uses natural music to incapacitate prey and other foes. This reveals any Aberration traits.
    22 | The mouther is rather durable thanks to its ever-shifting form, and it is known for its mind-affecting (and mind-clouding) abilities.
    27 | Because its form is so entwined with the music it creates, a mouther cannot abide by silence, which severely weakens it.[/table]


    Plot Hooks
    • A local mage was discovered in the caves outside the town in a comatose state. After much healing, the mage came to but was left utterly insane and unable to distinguish friend from foe, much less describe how he ended up in his condition.
    • Residents of a major city have been seen standing mesmerized around various sewer grates. When shaken or otherwise brought back to reality, the victims remember little more than strange, other-worldly music seeping up from below.
    • Mad, batrachian cultists of unspeakable beings from beyond the multiverse have begun to summon squamous, indescribable horrors from the Far Realm. However, the fickle nature of these unknown beings has led to trouble for the cultists as several sonorous mouthers have escaped their control and begun running amok in the cult’s cyclopean, labyrinthine lair (or beyond).
    Last edited by RTGoodman; 2008-08-20 at 01:09 PM.
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