Jabberwock

Huge dragon, typically chaotic evil

Armor Class

18 (natural armor)

Hit Points

115 (10d12 + 50)

Speed

walk 30 ft., climb 30 ft., fly 30 ft., swim 30 ft.

Saves

Str +10, Dex +6, Con +10, Int +2, Wis +3, Cha +5

Skills

Perception +8

Damage Vulnerabilities

slashing from a Vorpal Sword

Damage Immunities

poison

Senses

truesight 120 ft.

Challenge

13

Proficiency Bonus

+5

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 DC 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.

Legendary Resistance (3/Day)

If the jabberwock fails a saving throw, it can choose to succeed instead.

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.

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.

Actions

Multiattack

The jabberwock makes two Rend attacks.

Rend

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) slashing damage.

Tail

Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.

Fiery Gaze (Recharge 5-6)

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 DC 18 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

Legendary actions

Legendary Actions (3/Turn)

The jabberwock can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The jabberwock regains spent legendary actions at the start of its turn.

Tail Attack

The jabberwock makes one Tail attack.

Rend Attack (2 Actions)

The jabberwock makes one Rend attack.

Wing Attack (3 Actions)

The jabberwock beats its wings. Each creature within 10 feet of the jabberwock must succeed on a DC 18 Dexterity saving throw or take 8 (1d6 + 5) bludgeoning damage and be knocked prone.

Jabberwock

Huge dragon, chaotic evil

Armor Class

20 (natural armor)

Hit Points

300 (24d12 + 144)

Speed

50 ft., fly 20 ft.

Damage Immunities

bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities

charmed, poisoned

Senses

darkvision 90 ft.

Languages

Draconic

Challenge

19

Magic Resistance

The jabberwock has advantage on saving throws against spells and other magical effects.

Magic Weapons

The jabberwock's attacks are magical.

Siege Monster

The jabberwock does double damage to objects and structures.

Vorpal Vulnerability

Three critical hits from magical swords (during one encounter) will behead the jabberwock and kill it immediately.

Actions

Multiattack

The jabberwock makes four attacks: two with its claws, one with its bite, and one with its tail.

Claw

Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage.

Bite

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 29 (5d8 + 7) piercing damage.

Tail

Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.

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.

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.