Size:
Huge
Type:
Dragon
Form:
Temper:
# App:
1
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: leader
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 29 (5d8 + 7) piercing damage.
Action
Burble (Recharges 5-6)
The jabberwock shouts nonsense words. Anyone in a 60-ft. cone in front of the jabberwock must make a DC 20 Wisdom saving throw or suffer from the confusion spell for 1 minute.
Action
Claw
Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage.
Action
Eyes of Flame
The jabberwock sends out two rays from its flaming eyes up to 90 feet. It can target one or two creatures. The target must make a successful DC 20 Dexterity saving throw or take 42 (12d6) fire damage. Half damage on a save.
Action
Multiattack
The jabberwock makes four attacks: two with its claws, one with its bite, and one with its tail.
Action
Tail
Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.
Special
Magic Resistance
The jabberwock has advantage on saving throws against spells and other magical effects.
Special
Magic Weapons
The jabberwock's attacks are magical.
Special
Siege Monster
The jabberwock does double damage to objects and structures.
Special
Vorpal Vulnerability
Three critical hits from magical swords (during one encounter) will behead the jabberwock and kill it immediately.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
2 claws
37 (3d6+13/19-20 plus
Action
bite
37 (4d8+19/19-20/×3)

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Burble
A jabberwock can burble every 1d4 rounds. This blast of strange noises and shouted nonsense in the various languages known to the jabberwock (and invariably some languages it doesn't know) affects all creatures within a 60-foot-radius spread - these creatures must make a Wand save or become confused for 1d4 rounds. Alternatively, the jabberwock can focus its burble attack to create a 60-foot line of sonic energy that deals 4d8 sonic damage (Breath save for half). The confusion effect is mindaffecting; both are sonic effects.
Special
|Burble
Burn You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Breath save or catch fire, taking fire 2d4 damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a save to avoid catching on fire.
Special
|Burble
Eye Rays The jabberwock can project beams of fire from its eyes as a ranged touch attack as a standard action, with a range increment of 60 feet. It projects two beams, and can target different creatures with these beams if it wishes as long as both targets are within 30 feet of each other. A creature that takes damage from an eye beam suffers burn.
Special
|Burble
Fast Healing You regain hit points at 15 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Special
|Burble
Fear of Vorpal Weapons A jabberwock knows that a vorpal weapon can kill it swiftly. As soon as it takes damage from a vorpal weapon, a jabberwock becomes shaken for 1 round. If it is hit by a critical threat from a vorpal weapon, whether or not the critical hit is confirmed, the jabberwock is staggered for 1 round.
Special
|Burble
Frightful Presence Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Death save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Special
|Burble
Planar Acclimation A jabberwock is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
Special
|Burble
Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if the save is a success or failure Whiffling A jabberwock's wings and violent motions create a significant amount of wind whenever it makes a full attack action. These winds surround the monster to a radius of 30 feet, and are treated as severe winds - ranged attacks suffer a -4 penalty when targeting a jabberwock while it is whiffling, and Medium creatures must make a Strength check to approach the creature. Creatures smaller than this creature in this area that fail their Strength check are blown away.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Tane
The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane.
Jabberwocks make strange burbling noises, as they crashes through the woods. If the jabberwock is near, everyone is fully aware of its presence. Fey creatures flee when this notorious dragon arrives on the scene.
Chaos Embodied. This wild dragon is the personification of chaotic evil. It embodies violence and rage.
Achilles Heel. Jabberwocks are vulnerable to magical swords, and with some luck it can be beheaded.
Burble and Flame. Jabberwocks can blast flames from their eyes and confuse opponents with its strange sounds.
5e SRD