Lesser Jabberwock
Creature 21 (rare) — dragon, tane
Pre-Remaster content. May include legacy alignment.
CrasherLANDAERIALdragon
Few beasts have inspired as many legends, poems, songs, and myths in as many cultures, as this bizarre draconic creature. The jabberwock hails from the fey realm of the First World and is part of a group of powerful First World creatures known collectively as the Tane. Like all members of the Tane, jabberwocks are living creatures that age, eat, drink, and sleep, but do not reproduce normally. Instead, they are created directly by the godlike Eldest who rule the First World, and they serve at t
Source: kingmaker-bestiary (Pre-Remaster)
Perception +36; darkvision, scent (imprecise) 120 feet, truesight 60 feet
Languages aklo, common, draconic, fey, gnomish
Skills acrobatics +37, athletics +41, intimidation +38, nature +34, survival +37
Str
+10
Dex
+6
Con
+7
Int
+2
Wis
+7
Cha
+6
AC 47
Fort +38
Ref +33
Will +36
HP 430 (regeneration 20 (deactivated by vorpal weapons))
Immunities paralyzed, sleep
Resistances fire 20
Weaknesses vorpal 20
Speed 35 feet, fly 60 feet
Offense
Melee Jaws (deadly-2d10, magical, reach-15, unarmed) +38, Damage 4d10+18 piercing
Melee Claw (agile, magical, reach-15, unarmed) +38, Damage 4d6+18 slashing plus Improved Grab
Melee Tail (magical, reach-15) +38, Damage 4d8+18 bludgeoning plus Improved Knockdown
Melee Wing (agile, magical, reach-15) +36, Damage 4d6+18 bludgeoning
Ranged Eyes Of Flame (fire, magical) +38, range increment 60 feet, Damage 8d6 fire plus 2d6 fire
Abilities
Planar Acclimation — The jabberwock always treats the plane it is currently located on as its home plane.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Regeneration 25 (Deactivated by Vorpal Weapons) — This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Claws That Catch —
Frightful Presence (aura, emotion, fear, mental) — 100 feet. DC 41 Will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Vorpal Fear — A jabberwock damaged by a vorpal weapon becomes Frightened 2 (or Frightened 4 on a critical hit).
Burble (aura, emotion, mental, primal, sonic) — 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 60-foot emanation. Each creature in the emanation must succeed at a DC 44 Will save or become Confused for 1d4 rounds.
Sonic Beam 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 Reflex save).
The jabberwock can't Burble again for 1d4 rounds.
Confusion 60-foot emanation. Each creature in the emanation must succeed at a DC 44 Will save or become Confused for 1d4 rounds.
Sonic Beam 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 Reflex save).
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.
Whiffling (aura) —
Improved Grab —
Improved Knockdown —
Primal Innate Spells DC 44, attack +36
6th True Seeing (Constant)
WORKS WELL WITH
WeaverLAND / AERIALA Weaver clusters enemies together so the jabberwock's Frightful Presence and Burble can debuff more targets simultaneously.
AnvilLAND / AERIALAn Anvil engages on the ground while the jabberwock attacks from the air, splitting enemy focus vertically.
ShadeLAND / AERIALA Shade harasses back-line threats while the jabberwock occupies the party's front line with its high mobility.
PUNISHES
✖ clumping✖ ranged reliance✖ low Will✖ improvised tactics
Works well with · Punishes · Pairing advice
Unlock with Tactics
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