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This dragon has a long neck and terrible claws. The beast shrieks and babbles, thrashing its tail and wings in a violent manner.

CR 23

XP 819,200
CE Huge dragon (air, fire)
+5; Senses blindsight 120 ft., darkvision 120 ft., low-light vision, scent, true seeing; Perception +38
frightful presence (120 ft., DC 31)


AC 40, touch 14, flat-footed 34 (+5 Dex, +1 dodge, +26 natural, –2 size)
455 (26d12+286); fast healing 15
* +26, Ref +20, Will +24
15/vorpal; Immune fire, paralysis, sleep; Resist acid 30, electricity 30, sonic 30; SR 31
fear of vorpal weapons, vulnerable to cold


Speed 40 ft., fly 80 ft. (poor)
bite +37 (4d8+19/19–20/×3), 2 claws +37 (3d6+13/19–20 plus grab), tail slap +32 (2d8+19), 2 wings +32 (1d8+6)
2 eye rays +29 touch (15d6 fire/19–20 plus burn)
15 ft.; Reach 15 ft.
Special Attacks
burble, burn (6d6, DC 34), eye rays, whiffling


Str 37, Dex 20, Con 33, Int 12, Wis 29, Cha 26
Base Atk
+26; CMB +41 (+45 grapple); CMD 57
Awesome Blow, Bleeding Critical, Critical Focus, Dodge, Flyby Attack, Improved Bull Rush, Improved Critical (bite, claws, eye rays), Mobility, Power Attack, Spring Attack, Vital Strike
Acrobatics +31 (+35 jump), Escape Artist +31, Fly +26, Intimidate +37, Knowledge (nature) +30, Perception +38, Sense Motive +38
Aklo, Common, Draconic, Gnome, Sylvan
planar acclimation


Burble (Su)

A jabberwock can burble once every 1d4 rounds as a standard action. This 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 31 Will save or become confused for 1d4 rounds. Alternatively, the jabberwock can focus its burble attack to create a 60-foot line of sonic energy that deals 20d6 points of sonic damage (DC 31 Reflex save for half). The confusion effect is mind-affecting; both are sonic effects. The save DC is Charisma-based.

Damage Reduction (Ex)

A jabberwock’s damage reduction can be bypassed only by weapons that possess the vorpal weapon enhancement.

Eye Rays (Su)

The jabberwock can project beams of fire from its eyes as a ranged touch attack as a standard action, with a range increment of 60 feet. It projects two beams, and can target different creatures with these beams if it wishes as long as both targets are within 30 feet of each other. A creature that takes damage from an eye beam suffers burn.

Fear of Vorpal Weapons (Ex)

A jabberwock knows that a vorpal weapon can kill it swiftly. As soon as it takes damage from a vorpal weapon, a jabberwock becomes shaken for 1 round. If it is hit by a critical threat from a vorpal weapon, whether or not the critical hit is confirmed, the jabberwock is staggered for 1 round.

Planar Acclimation (Ex)

A jabberwock is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.

Whiffling (Ex)

A jabberwock’s wings and violent motions create a significant amount of wind whenever it makes a full attack action. These winds surround the monster to a radius of 30 feet, and are treated as severe winds—ranged attacks take a –4 penalty when targeting a jabberwock while it is whiffling, and medium creatures must make a DC 10 Strength check to approach the creature. Small or smaller creatures in this area that fail a DC 15 Strength check are blown away. See weather for further details on the effects of severe winds.


Lesser Jabberwock (CR 20): The notion of a “lesser” jabberwock is something of a misnomer, for even these creatures are powerful foes. A lesser jabberwock is generally a CR 20 version of the typical jabberwock—you can achieve a creature of this power by lowering the typical jabberwock’s Hit Dice by 3 and by reducing its ability scores by 4 points each. Alternatively, you can apply the young creature simple template, but bear in mind that such a monster isn’t technically any younger than a typical jabberwock.

Variant Jabberwocks: As creatures from the primal world of the fey, some jabberwocks are as varied as the strange terrains and realms in that primal world, as if these environs have more to do with their manifestation than most scholars suspect. Generally, these changes simply alter the type of damage a jabberwock’s eye beams deal and the types of energy it is immune to. A jabberwock from a primeval glacial world would possess eye beams that deal cold damage, while a jabberwock from a storm-lashed world would deal electricity damage with its eye beams. If the nature of a jabberwock’s eye beams change, its burn ability changes to match, and it replaces its immunity to fire with immunity to the new energy type (while gaining resist fire 30 in place of the lost immunity to fire).

Source:  Wikipedia