18 (natural armor)
115 (10d12 + 50)
walk 30 ft., climb 30 ft., fly 30 ft., swim 30 ft.
Str +10, Dex +6, Con +10, Int +2, Wis +3, Cha +5
Perception +8
slashing from a Vorpal Sword
poison
truesight 120 ft.
13
+5
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.
If the jabberwock fails a saving throw, it can choose to succeed instead.
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.
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.
The jabberwock makes two Rend attacks.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) slashing damage.
Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.
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.
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.
The jabberwock makes one Tail attack.
The jabberwock makes one Rend attack.
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.
20 (natural armor)
300 (24d12 + 144)
50 ft., fly 20 ft.
bludgeoning, piercing, and slashing from nonmagical weapons
charmed, poisoned
darkvision 90 ft.
Draconic
19
The jabberwock has advantage on saving throws against spells and other magical effects.
The jabberwock's attacks are magical.
The jabberwock does double damage to objects and structures.
Three critical hits from magical swords (during one encounter) will behead the jabberwock and kill it immediately.
The jabberwock makes four attacks: two with its claws, one with its bite, and one with its tail.
Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage.
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 29 (5d8 + 7) piercing damage.
Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.
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.
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.