Upheaval

Jabberwock

CR 23, CE Huge Dragon (air, fire)

Senses: Perception 38, Blindsight 120Without using visual senses this creature can sense creatures and objects around it. In addition, invisibility and other forms of cover are useless. Within range of the creature's blindsight, it doesn't need to make a perception check to locate a creature, but automatically detects it., Darkvision 120, Low Light Vision, ScentThis special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell with a perception check instead of using the Track skill. , True SeeingThe creature can see through magical darkness, notices secret doors hidden by magic, sees through blur or displacement, sees invisibility, sees through illusions, sees ethereal creatures, and sees the true form of polymorphed creatures. True seeing doesn't see through solid objects.

Speed: 40 ft., fly 80 ft. (poor)  Skills: Acrobatics 28, Athletics 26, Insight 38, Intimidation 37, Nature 30

Languages: Aklo, Common, Draconic, Gnome, Sylvan

Ability Scores: Str 37 (+38), Dex 20 (+16), Con 33 (+36), Int 12 (+12), Wis 29 (+20), Cha 26 (+19)

INIT: +5  CP: +26  HP: 481 (26d12+312)  SA: --  DC: 36

AC: 40  Touch: 14  Flat-footed: 34 [+6 Dodge, +26 Natural, -2 Size]

SR: 36  Vulnerable: --  Resistant: Acid 30, Electricity 30, Sonic 30, Weapons 15  Bypass: Vorpal Weapons, Adamantine

Immunity: Fire  Effect Immunity: Paralysis, Sleep

QUALITIES

Bleeding Critical (ex) - Whenever the Jabberwock makes a critical hit, it also inflicts 2d6 bleed damage on its target.

Mobility (ex) - All attacks of opportunity made against the Jabberwock are done at disadvantage.

Power Attack (ex) - A Jabberwock may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Jabberwock does one extra point of damage. The Jabberwock must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.

Improved Grappling (ex) - This creature is an expert grappler. It can use its level + strength bonus when making a grapple. This grapple check still counts as a skill check.

Improved Critical (ex) - The critical hit range of one of the creature's attacks increases by one point.

Planar Acclimation (ex) - This creature is always considered to be on its home place, regardless of which plane it finds itself on.

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.

ACTIONS
Attacks

Vital Strike (ex) - As a standard action, the Jabberwock can make one attack at full bonus that deals additional damage. Roll the damage from the attack twice before adding other damage bonuses. This extra weapon damage is not multiplied on a critical hit but is still added to the total.

Awesome Blow (ex) - The Jabberwock can strike its targets with a powerful blow using a grapple check instead of a normal attack. If successful, it deals 2d6+12 damage and knocks the target backward 10 feet causing it to fall prone

Burble (su, Sonic, Mental, every 1d4 rounds) - 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 INT 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 (Dex save for half).

DESCRIPTION

Environment: any forest

Organization: solitary

Treasure: triple

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

The jabberwock is a true creature of legend-a subject of poetry, song, and myth in many cultures. It is known to be a devastating creature in combat whose arrival presages times of ruin and violence; these stories also tell of the creature's fear of the tools some say were created in ancient times for the sole purpose of defeating them- vorpal weapons. A jabberwock is 35 feet tall and weighs 8,000 pounds. the Tane are presented in this book-the sard and the thrasfyr. None of the Tane are lower than CR 16 in power and all possess the planar acclimation special quality, but beyond that, they generally share no specific abilities or characteristics save for their common source in the primal world. When a jabberwock comes to the Material Plane, it does so to spread destruction and ruin. Typically, the monster seeks out a remote forest lair at least a day's flight from civilization, then emerges from this den once a week to seek out a new place to destroy. It has no true interest in amassing treasure, but often gathers objects of obvious value to bring back to its den in order to encourage heroes to seek it out-to a jabberwock, it makes no difference whether it seeks out things to destroy or lets those things come to it. Jabberwocks age, eat, drink, and sleep like any living creature, but they do not reproduce in the classic sense of the word. The creation of a new jabberwock-or of any of the Tane, in fact-is regulated by the strange and unknowable godlike entities that dwell in the primeval world. These fey lords create new jabberwocks as they are needed-sometimes varying the exact particulars (see Variant Jabberwocks, below), but always creating a fully formed adult creature. No young jabberwock has ever been encountered as a result. The strange vulnerability a jabberwock possesses against vorpal weapons has long been a matter of intrigue and speculation among scholars. Most believe that, once upon a time, only one jabberwock existed, a creature of such great power that nothing could hurt it. Nothing, that is, save for a legendary sword forged for a mortal hero by a now-forgotten artisan or god. So epic was this battle that it created strange echoes throughout reality, and as a result, these echoes, in the form of the vorpal swords and jabberwocks known today, can be found on many worlds. VARIANT JABBERWOCKS 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. As creatures from the primal world of the fey, some jabberwocks are as varied as the strange terrains and The jabberwock is not a creature of the Material Plane, but one from the primal world of the fey. It comes from a region of reality where life is more robust, where emotions are more potent, and where dreams and nightmares can come alive. Even in such incredible realms, though, the jabberwock is a creature to be feared. It belongs to a category of powerful creatures whose shapes and types run the gamut of possibility-a group known collectively as the Tane. Of the Tane, the jabberwock is said to be the most powerful, but the others in this grouping are far from helpless. Said to have been created as goliaths of war and madness, dreamt and stitched into being by the strange gods of this primeval reality, the Tane are as mysterious as they are powerful. Two other creatures of 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).