Jabberwock (5e Creature)

Jabberwock

Huge dragon, chaotic evil


Armor Class 19 (natural armour)
Hit Points 350
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
26 (+8) 16 (+3) 25 (+7) 12 (+1) 18 (+4) 16 (+3)

Saving Throws Dex +9, Con +13, Wis +10
Skills Intimidation +9, Nature +7, Perception +10
Damage Vulnerabilities cold; slashing from vorpal weapons
Damage Resistances acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire
Condition Immunities charmed, paralysed, petrified, stunned
Senses darkvision 120 ft., truesight 120 ft., passive Perception 20
Languages Common, Draconic, Sylvan
Challenge 20 (25,000 XP)


Fear of Vorpal Weapons. If the jabberwock takes damage from a vorpal weapon, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Legendary Resistance (3/Day). If the jabberwock fails a saving throw, it can choose to succeed instead.

Whiffling. The wings of the jabberwock create a significant amount of winds which surrounds the monster to a radius of 30 feet. While whiffling, ranged attacks have disadvantage and Medium creatures must make a DC 10 Strength check to approach the monster. Small or smaller creatures are blown away if they fail a DC 15 Strength check.

ACTIONS

Multiattack. The jabberwock makes three attacks, two claws and one bite or two claws and one tail slap.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) piercing damage.

Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Tail Slap. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Eye Rays (Recharge 5-6). The jabberwock projects two energy beams with a range of 60 feet and they can target more than one creature if both targets are within 30 feet of each other. Each creature must make a DC 20 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save or half as much damage on a successful one.

Burble (Recharge 5-6). The jabberwock releases a 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 DC 20 Wisdom saving throw or become stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the jabberwock can focus its burble attack to create a 60-foot line of sonic energy. Each creature in that line must succeed on a DC 20 Constitution saving throw or take 40 (16d4) thunder damage on a failed save, or half as much damage on a successful one.


Jabberwocky concept by Michael Kutsche

The jabberwock, also known as jabberwocky, is one of the most mysterious and dreadful creatures on the material plane. No one knows the exact origins of this creature except for a theory that it came from the fey dimension. The jabberwock is 30 feet tall and weighs 8000 pounds.
The jabberwock spends its time spreading destruction and ruin. Typically, the monster seeks out a remote forest lair at least a day's flight from civilization, then emerges from this den once a week to seek out a new place to destroy. It has no true interest in amassing treasure, but often gathers objects of obvious value to bring back to its den in order to encourage heroes to seek it out—to a jabberwock, it makes no difference whether it seeks out things to destroy or lets those things come to it.


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