Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 20
Dexterity: 12
Constitution: 20
Intelligence: 4
Wisdon: 7
Charisma: 11
Saving Throws
Saving Throw Bonuses
Strength: +10
Dexterity: +6
Consitution: +10
Intelligence: +2
Wisdom: +3
Constitution: +5
Skills
perception: +8
Offense
Rend
Circumstance: Melee
10 to hit, reach 10 ft., one target. (3d10 + 5) slashing damage.
Offense
Tail
Circumstance: Melee
10 to hit, reach 15 ft., one target. (1d10 + 5) bludgeoning damage.
Action
Multiattack
The jabberwock makes two Rend attacks.
Action
Fiery Gaze {@recharge 5}
Unless it is blinded, the jabberwock emits a 120-foot-long, 5-foot-wide line of fire from its eyes. Each creature in that line must make a 18 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.
Legendary Action
Tail Attack
The jabberwock makes one Tail attack.
Legendary Action
Rend Attack (2 Actions)
The jabberwock makes one Rend attack.
Legendary Action
Wing Attack (3 Actions)
The jabberwock beats its wings. Each creature within 10 feet of the jabberwock must succeed on a 18 Dexterity saving throw or take 8 (1d6 + 5) bludgeoning damage and be knocked prone.
Trait
Confusing Burble
The jabberwock burbles to itself unless it is incapacitated. Any creature that starts its turn within 30 feet of the jabberwock and is able to hear its burbling must make a 18 Charisma saving throw. On a failed saving throw, the creature can't take reactions until the start of its next turn, and it rolls a d4 to determine what it does during its current turn:
'1-2: The creature does nothing.
'3: The creature does nothing except use all its movement to move in a random direction.
'4: The creature either makes one melee attack against a random creature it can see or does nothing if no visible creature is within its reach.
Trait
Legendary Resistance (3/Day)
If the jabberwock fails a saving throw, it can choose to succeed instead.
Trait
Regeneration
The jabberwock regains 10 hit points at the start of its turn. If the jabberwock takes slashing damage, this trait doesn't function at the start of its next turn. The jabberwock dies only if it starts its turn with 0 hit points and doesn't regenerate.
Trait
Uncanny Tracker
The jabberwock can unerringly track any creature it has wounded in the last 24 hours, and it knows the distance and direction to its quarry as long as the two of them are on the same plane of existence.
Trait
Passive Perception
18
Immunities
Damage Immunities
poison
Immunities
Condition Immunities
charmed
frightened
poisoned
Vulnerabilities
Senses
truesight 120 ft.
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
A jabberwock is a solitary, temperamental predator that haunts pristine forests and ancient ruins. Accurate descriptions of jabberwocks are difficult to come by, because the rare survivors of an encounter with one retain only a confused impression of its parts and not a sense of the whole. Pieced-together accounts describe it as a sinewy, dragon-like creature that can walk on its hind legs as easily as it travels on all four. Its eyes can emit fiery beams.
Once a jabberwock has chosen its target, it concentrates its attacks on that target until the victim is killed (and devoured), until the jabberwock is killed, or until the target escapes using teleportation magic or other means.
If a jabberwock is slain, another one appears 3d8 years later, materializing within a thousand miles of where the old one perished. No immature jabberwock has ever been sighted, and the creature does not appear to age.
5e Tools
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: Pathfinder 2e (Lesser Jabberwock)
Ability
Circumstance: Trigger: The jabberwock Flies or makes a wing Strike;
Variant jabberwock
Ability
Burble
The jabberwock creates a blast of strange noises and shouted nonsense in the various languages it knows (and invariably some languages it doesn't know), creating one of two effects. The jabberwock can't Burble again for 1d4 rounds.Confusion (aura, emotion, enchantment, mental, primal) 60 feet. Each creature in the emanation must succeed at a DC 44 Will save or become confused for 1d4 rounds.Sonic Beam (evocation, primal, sonic) The jabberwock focuses its Burbling into a 60.foot line of sonic energy that deals 22d6 sonic damage to creatures in the area (DC 44 basic Reflex save).
Ability
Claws That Catch
Circumstance: Trigger: A creature within the jabberwock's reach uses a manipula
The jabberwock makes a claw Strike against the triggering creature. If the Strike hits, the jabberwock disrupts the triggering action.
Ability
Frightful Presence
(aura, emotion, fear, mental) 100 feet, DC 41
Ability
Jaws that Bite
If the jabberwock makes a jaws attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure.
Ability
Planar Acclimation
The jabberwock always treats the plane it is currently located on as its home plane.
Ability
Primal Innate Spells
DC 44; Constant (10th) true seeing
Ability
Vorpal Fear
A jabberwock damaged by a vorpal weapon becomes frightened 2 (or frightened 4 on a critical hit).
Ability
Whiffling
Circumstance: Trigger: The jabberwock Flies or makes a wing Strike;
(aura) Trigger: The jabberwock Flies or makes a wing Strike; Effect The jabberwock's wings whiffle, creating severe winds within a 30-foot emanation. These winds move outward from the jabberwock, and they persist until the start of the jabberwock's next turn. During this time, flight of any kind in the emanation requires a successful DC 41 Acrobatics check to Maneuver in Flight, and creatures flying toward the jabberwock are moving through greater difficult terrain. Creatures on the ground in the emanation must succeed at a DC 41 Athletics check to approach the jabberwock.
Offense
Melee
Circumstance: combat round (melee)
jaws +38 [+33/+28] (deadly 2d10, magical, reach 15 feet), Damage 4d10+18 piercing
Offense
Ranged
Circumstance: combat round (ranged)
eyes of flame +38 [+33/+28] (fire, magical, range increment 60 feet), Damage 8d6 fire plus 2d6 persistent fire
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.
Immunity
paralyzed
sleep
Language
Aklo
Common
Draconic
Gnomish
Sylvan
Perception
darkvision
scent 120 feet
true seeing
Resistance
fire 20
Weakness
vorpal fear
vorpal weapons 20
Actions/Abilities/Traits: Pathfinder 2e (Lesser Jabberwock)