CREATURE 23
Perception +40; darkvision, scent 120 feet, true seeing
Languages Aklo, Common, Draconic, Gnomish, Sylvan
Skills Acrobatics +40, Athletics +44, Intimidation +41, Nature +38, Survival +40
Str +11 Dex +7 Con +10 Int +4 Wis +9 Cha +8
Planar Acclimation The jabberwock always treats the plane it is currently located on as its home plane.
AC 49; Fort +39, Ref +37, Will +40
HP 500, regeneration 25 (deactivated by vorpal weapons); Immunities paralyzed, sleep; Weaknesses vorpal weapons 20, vorpal fear; Resistances fire 20
Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 43
Vorpal Fear A jabberwock damaged by a vorpal weapon becomes frightened 2 (or frightened 4 on a critical hit).
Claws That Catch Trigger A creature within the jabberwock's reach uses a manipulate action or a move action, leaves a square during a move action, makes a ranged attack, or uses a concentrate action; Effect The jabberwock makes a claw Strike against the triggering creature. If the Strike hits, the jabberwock disrupts the triggering action.
Speed 35 feet, fly 60 feet
Melee jaws +42 (deadly 2d12, magical, reach 15 feet), Damage 4d12+19 piercing
Melee claw +42 (agile, magical, reach 15 feet), Damage 4d8+19 slashing plus Improved Grab
Melee tail +42 (magical, reach 15 feet), Damage 4d10+19 bludgeoning plus Improved Knockdown
Melee wing +40 (magical, agile, reach 15 feet), Damage 4d8+19 bludgeoning
Ranged eyes of flame +42 (fire, magical, range increment 60 feet), Damage 10d6 fire plus 4d6 persistent fire
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.
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) 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 43 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 43 Athletics check to approach the jabberwock.
Bestiary 2, page 151.
Open Jabberwock in the interactive creatures list or browse all creatures starting with J.