Gibberling conversion

Quickleaf

Legend
Help me ENWorld! You're my only hope!

I want to convert the Gibberling monster from AD&D (and made notorious by Baldur's Gate and the Gates of Firestorm Peak). And also its nasty cousin the Brood Gibberling.

Any ideas?

200px-Gibberlings.JPG


Here's the thing, the main schticks of the gibberling - a mass pack attack & light vulnerability - along with its low CR/XP value make it seem awfully similar to 5e's kobold (which has pack attack & light vulnerability.

I'd prefer not to just re-skin a kobold because the PCs will be encountering kobolds in their journeys thru the Underdark too. And I like my monsters to feel different in play and in combat, not just in how I describe them.

The way they are described makes me imagine them using some kind of overbearing attack, washing over enemies in waves of flesh and fur and claws, grappling them, knocking them to the ground, trampling them, biting their fingers, beating them over the heads with their own weapons... Yeah. But I'm not sure how to depict that in the monster's stat block.

The Brood Gibberling is another ball of wax that I'll save for once I've got the Gibberling down.

[SBLOCK=Gibberling 2e entry]
Gibberling
Climate/Terrain: Temperate/Forest, subterranean
Frequency: Uncommon
Organization: Herd
Activity Cycle: Night (but see below)
Diet: Carnivore
Intelligence: Low (5-7)
Treasure: Nil
Alignment: Chaotic neutral
No. Appearing: 40-400
Armor Class: 10
Movement: 9
Hit Dice: 1
THAC0: 19
No. of Attacks: 1
Damage/Attack: 1-8 (weapon)
Special Attacks: Mass assault
Special Defenses: Nil
Magic Resistance: Nil
Size: S-M (4-5’ tall)
Morale: Unsteady (5)
XP Value: 35

They come screaming, jabbering, and howling out of the night. Dozens, maybe hundreds, of hunchbacked, naked humanoids swarm unceasingly forward, brandishing short swords. They have no thought of safety, subtlety, or strategy, leaving others with no hope of stopping their mass assault. And then, having come and killed, the gibberlings move on randomly back into the night.
The first impression of gibberlings is of a writhing mass of fur and flesh in the distant moonlit darkness. The pandemonium is actually a mass of pale, hunchbacked humanoids, with pointed canine ears, black manes surrounding their hideous, grinning faces. Their eyes are black, and shine with a maniacal gleam. They carry short swords in their overly long arms as they lope ever faster forward.

Combat: Gibberlings attack in great numbers, uttering ghastly howls, clicks, shrieks, and insane chattering noises which cause even the boldest hirelings to check morale each round. PCs need only make a morale check if it is appropriate to their character. The screaming mob is completely disorganized in form, and random in direction.
The gibberlings attack with common swords, but such is their skill and practice in using these weapons that they are +1 to hit. Their forward motion slows only long enough to kill anything moving, then continues forward, their bloodlust apparently unabated. They always fight to the death. All food in their path is devoured, including the fallen among their own number, and any unfortified building or objects are generally wrecked.
The only true hope of survival, should a herd of gibberlings be encountered, is to take strategic advantage of their fear and detestation of bright light. The gibberlings generally frequent only dense forests and subterranean passages, loathing bright light of all kinds, and are particularly afraid of fire. Although their mass attacks would quickly overwhelm someone wielding a torch, a bright bonfire or magical light of sufficient intensity will hold them at bay or deflect their path.

Habitat/Society: It is difficult to imagine a gibberling social structure. It can be roughly compared to the social structure of lemmings throwing themselves into the sea, or of a school of pirhana in a feeding frenzy. There is no sense, no organization, and no individuality. Though they clearly have a primitive means of communicating among themselves, they have no discernable language.
Gibberlings traveling above-ground invariably burrow into the ground to hide during the daytime, and it is at such time that they are most vulnerable. They can easily be tracked by the path of chaos and destruction they leave, and can be quickly dispatched while they lie dormant just beneath the surface of the ground. If uncovered, they awake, but generally cower in fear at the bright light surrounding them, and so are easy prey. Subterranean gibberlings may burrow into the ground, or may simply lie down in a curled, fetal posture at times of rest. They awake suddenly, as a group, and burst in unison out of the ground, howling and gibbering in a most frightful way.
If captured, these strange creatures speak only their own incomprehensible gibberish, and show neither the patience nor the inclination to learn other languages or communicate whatsoever with their captors. Instead, they beat against their cages and fling themselves at barred windows and doorways in pitiful attempts to escape their captivity.
It is unclear how or when or even if gibberlings procreate.

Ecology: Attempts to find the gibberlings' lairs have inevitably led back to subterranean passages, where the trail is eventually lost in the deepest rock-floored recesses of the caverns.
Gibberlings require a prodigious amount of food to support their manic nocturnal existence, stripping to the bone anyone or anything that should fall in their path. Their fur is commonly infested with lice and other pests picked up during their burrowed slumber. Their hides are vile and worthless. Gibberlings carry no treasure or other useful items.Their swords are of the commonest variety, with no markings or decoration, and are often pitted and dull. In short, gibberlings serve no purpose and no known master, save random death in the night.[/SBLOCK]
 
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How about replacing pack tactics with:

Runby: A gibberling does not provoke an opportunity attack when it moves out of an enemies' reach. [gives the wave pouring over the party feel]

Gibber-gabber: When in groups of ten or more, the sound of constant gibbering creates a fear effect. All who can hear within 30' must make a DC 12 Wisdom saving throw or be frightened for 1 minute. Subsequent saving throws once frightened are made at disadvantage.
 


How about replacing pack tactics with:

Runby: A gibberling does not provoke an opportunity attack when it moves out of an enemies' reach. [gives the wave pouring over the party feel]

Gibber-gabber: When in groups of ten or more, the sound of constant gibbering creates a fear effect. All who can hear within 30' must make a DC 12 Wisdom saving throw or be frightened for 1 minute. Subsequent saving throws once frightened are made at disadvantage.
Thanks mate! Those are both very good ideas! Runby seems pretty perfect.

The whole gibberling horde fear effect I'm still on the fence about how to convert. Seemed like AD&D made the fear specifically target NPCs and animal companions, not PCs.

I've done the gibberling, but not the brood gibberling (yet). I'm not at home, though, so I don't have the details in front of me.
Awesome! I did check your Monster Project for them and when I didn't find I figured you had your hands full with other projects :) But look forward to hearing about your gibberling conversion!
 

Glad to help.

first, I correct my own spelling: enemies' > enemy's

as for the fear effect, it occurred to me that a low DC (even 12 might be too high, perhaps 10) would be enough to challenge 1 or 2 pcs in a party -- a real obstacle, but not insurmountable.
 

[MENTION=23484]Kobold Stew[/MENTION] Yeah, they're about a CR 1/4 in 5th edition, equivalent to a goblin. So the fear effect should be low DC save, if any.

Here's my first stab at a conversion...

GIBBERLING
Medium humanoid, chaotic neutral
Armor Class 12
Hit Points 9 (2d8)
Speed 30 ft., burrow 5 ft.
STR 13 (+1)
DEX 14 (+2)
CON 10 (+0)
INT 5 (-3)
WIS 7 (-2)
CHA 8 (-1)
Skills Athletics +3
Senses darkvision 60 ft., passive Perception 8
Languages -
Challenge 1/4 (50 XP)
Gibber. When in a group of 10 or more, gibberlings collectively cause creatures of 2 HD or less within 100 feet to become frightened unless they make a DC 10 Wisdom saving throw. The fear lasts until the gibberlings are no longer in the creature’s presence. Once a creature makes its save it cannot be affected by Gibber for 24 hours.
Overrun. A gibberling does not provoke an opportunity attack 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.
ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
 
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The other one I'm going to convert is the Brood Gibberling. These guys appeared in Gates of Firestorm Peak IIRC.

gibbbroo.gif


[SBLOCK=AD&D Brood Gibberling stats]
Brood Gibberling
Climate/Terrain: Special
Frequency: Very rare
Organization: Clan
Activity Cycle: Night
Diet: Carnivore
Intelligence: Very (11-12)
Treasure: Nil (E)
Alignment: Chaotic neutral
No. Appearing: 1-4
Armor Class: 8
Movement: 12
Hit Dice: 6
THAC0: 16
No. of Attacks: 1 + special
Damage/Attack: 1d4+4 (bite)
Special Attacks: Gibberslug
Special Defenses: Nil
Magic Resistance: Nil
Size: M (3’ tall)
Morale: Elite (13)
XP Value: 950

Gibberlings gibber. They also jabber, scream, howl and chitter. It is now believed that they are the unholy remnants of unfortunate humanoids who have been altered by insane agencies not of this world; they are the progeny of brood gibberlings.
Brood gibberlings are pale, deformed, and twisted humanoids, possessing slavering maws like pits, manes of filthy black hair like evil halos, and eyes filled with a malignant cunning. Most disturbing is the way that a brood gibberling’s flesh visibly moves as small creatures, called gibberslugs, skitter beneath its skin. Behind these “skinpets”, a sickening trail of slowly receding flesh protrusions leaves no uncertainty as to a brood gibberling’s infested state.

Combat: In combat, brood gibberlings deliver a vicious bite that stands a 50% chance of injecting a gibberslug into the fresh wound. Failing direct injection, a brood gibberling can, once every 4 rounds, spit a burrowing gibberslug at a melee target (treat range as a dagger) in addition to any normal action and before the resolution of normal actions. When gibberslugs are seen, they resemble bloated leeches, the pulsing pink color of newborn hairless mice, complete with a nasty maw ideal for penetrating skin or soft tissue.
A successful attack (bite or spit) indicates that victims who fail a save vs. death are unable to brush away or shake off the gibberslug before it easily penetrates skin or hide. Flame applied to the gibberslug’s point of entry within one round automatically kills the slug (and the victim takes 1d4 points of damage). Ingestion of a specialized mushroom called darkscape (which grows only in regions twisted by the influence of an extra-dimensional region known as the Far Realm) immediately kills a burrowing gibberslug.
Infected victims suffer 1d4 damage each round as the slug bores its way through the soft tissue toward the brain, its ultimate goal. The slug reaches gray matter in 1d6+5 combat rounds, at which time it melds itself to the victim’s brain stem. The victim immediately drops into a sleep from which none can awaken him, as nightmares of ghoulish intensity begin to ravage his mind; at this point the victim is unrecoverably by any means save a wish. The nightmares are a side effect of the gestating slug, which quickly digests the host’s brain, then body, from within.
When the process is completed (in 1d20+4 hours), a fully grown gibberling emerges from the husk of skin left behing by the victim. The newborn gibberling possesses no memory of its former life (but does slightly resemble the victim). It immediately rushes to attack the nearest living creature not of its own kind, or flees to seek ist own kind if exposed to bright light.

Habitat/Society: The origins of the brood gibberlings lie in a realm that some believe to be beyond planar cosmology as it is currently understood. Only through incautious exploration of magical gates have these creatures arrived from the other side; however, most of those transplanted here can survive only so long as they remain close to an area under the influence of their home Realm. Their gibberling progeny, however, seem to have no such restrictions, and bedevil civilization far and wide.
Within the secluded burrows where brood gibberlings live, ragged husks lie discarded about the floor, the remnants of gibberling birthing. A brood gibberling can mentally control any gibberlings which it has personally created, giving rise to various clans of gibberlings, each controlled by one brood gibberling. Clans sometimes cooperate and sometimes war, depending upon the whims of their progenitors. Brood gibberlings often seek to “convert” gibberlings of other clans to its own.

Ecology: Brood gibberlings are tied to the miles-wide field of corruption that accompanies and surrounds gates keyed to the Far Realm, and cannot live for long beyond its influence. What form a brood gibberling takes in its home realm is difficult to say. It is probable that form does not bear much in common with their physiology as described here.[/SBLOCK]
 

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