b'Jabberwock \n'b'  Huge   dragon ,  chaotic evil  \n'b'  Armor Class  21 (natural armor)  Hit Points  496 (32d12 + 288)  Speed  40 ft., fly 80 ft.\n'b' STATS STR: 30 (+10) DEX:  21 (+5)  CON:  29 (+9)  INT:  12 (+1)  WIS:  25 (+7)  CHA:  28 (+9)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saves   Str  +17,  Dex  +12,  Con  +16,  Wis  +14  Skills   Athletics  +17,  Insight  +14, Intimidate +23,  Perception  +21,  Stealth  +9,  Survival  +14  Damage Immunities  cold; vorpal weapons  Damage Resistances  acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  fire  Condition Immunities  paralysis,  unconscious   Senses  blindsight 120 ft.,  darkvision  120 ft., passive  Perception  31  Languages  Aklo, Common, Draconic, Gnome, Sylvan  Challenge  23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Fear of Vorpal Weapons . The jabberwock knows that a vorpal weapon can kill it swiftly. When it takes damage from a vorpal weapon, the jabberwock becomes  frightened  for 1 round. If that hit is a critical hit, the jabberwock is also  stunned  for 1 round. \n'b'  Innate Spellcasting : The jabberwock\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 24). The jabberwock can innately cast the following spells, requiring no components: \n'b'\n'b'  At will :  confusion ,  fireball ,  plane shift  (willing targets to fey realm only),  shatter ,  true seeing  \n'b'  3/day each :  feeblemind ,  fire storm ,  power word stun  \n'b'  1/day each :  commune with nature ,  control weather ,  prismatic spray ,  storm of vengeance  \n'b'\n'b'  Legendary Resistance (3/Day) . If the jabberwock fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . The jabberwock has advantage on saving throws against spells and other magical effects. \n'b'  Whiffling . A fierce wind roils around the jaberwock at nearly all times. Ranged attacks against the jabberwock are made with disadvantage unless they originate from huge or larger creatures. Creatures with a  Strength  score of 9 or lower who start their turn within 30 feet of the jabberwock are knocked  prone . \n'b'  Planar Acclimation . The jabberwock cannot be banished, teleported, or forced to travel to another plane or extradimensional space unless it wishes. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The jabberwock uses its Manxome Foe, then makes one bite  attack  and two claw attacks. \n'b'  Bite .  Melee Weapon Attack : +17 to hit, reach 20 ft., one target.  Hit : 25 (3d10+10) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +17 to hit, reach 15 ft., one target.  Hit : 20 (3d6+10) slashing damage, and the target has their maximum  hit points  reduced by the same amount, as their skin is flensed away, unless the target is a construct or undead. \n'b'  Eyes of Flame .  Ranged Spell Attack : +12 to hit, range 60/120 ft., two targets (who must be within 30 feet of each other).  Hit : 70 (20d6) fire damage. \n'b'  Manxome Foe . The very presence of a jabberwock is terrifying to its enemies. When the jabberwock uses this ability, opponents within 120 feet who witness the action must make a DC 21  Wisdom  saving throw or become  frightened  for 2d4 rounds. Creatures affected by this ability can make a saving throw at the end of each of their turns to remove this condition. Creatures succeeding on their saving throw are immune to the jabberwock\xe2\x80\x99s manxome foe aura for 24 hours. \n'b'  Breath Weapon (Recharge 5-6) . The jabberwock uses one of the following breath weapons. \n'b'  Burble (Maddening) . This blast of strange noises and shouted nonsense in the various languages known to the jabberwock (and invariably some languages it doesn\xe2\x80\x99t know), causing each creature within 60 feet of the jabberwock must make a DC 21  Wisdom  saving throw or suffer the effects of  confusion  (as the spell) for 1d4+1 rounds. \n'b'  Burble (Thundering) . The jabberwock can focus its burble into a devastating shockwave filling a 60-foot cone. Creatures in the area must make a DC 21  Constitution  saving throw. On a failure, a creature takes 87 (25d6) thunder damage and is  stunned  for 1 round and  deafened  for 2d4 rounds. A success negates the stunning and halves both damage and the duration of deafness. \n'b'\n'b' LEGENDARY ACTIONS \n'b' 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\xe2\x80\x99s turn. The jabberwock regains spent legendary actions at the start of its turn. \n'b'\n'b'  Bite . The faerie dragon makes a bite  attack . \n'b'  Tail Sweep (Costs 2 Actions) . The jabberwock can sweep with its tail, affecting a half-circle with a radius of 20 feet, extending from an intersection on the edge of the monster\xe2\x80\x99s space in any direction. Creatures in the affected area that are smaller than the jabberwock must make a DC 21 Reflex saving throw, taking 32 (4d10+10) bludgeoning damage and getting knocked  prone  on a failure. On a success, they take half as much damage and are not knocked  prone . \n'b'  Cast Spell (Costs 3 Actions) . The jabberwock casts one of its spells. \n'b'\n'b' ABOUT \n'b' The jabberwock is a true creature of legend\xe2\x80\x94a 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\xe2\x80\x99s  fear  of the tools some say were created in ancient times for the sole purpose of defeating them\xe2\x80\x94vorpal weapons. A jabberwock is 35 feet tall and weighs 8,000 pounds. \n'b'  Fearful Creation . The jabberwock is not a creature of the Material Plane, but one from the primal world of the fey. \n'b' 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\xe2\x80\x94a group known collectively as the \xe2\x80\x9cTane.\xe2\x80\x9d Of the Tane, the jabberwock is said to be the most powerful, but the others in this grouping are far from helpless. \n'b' 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, though they generally share no specific abilities or characteristics save for their common source in the primal world and their ability to acclimate themselves to any plane. \n'b' 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\xe2\x80\x94or of any of the Tane, in fact\xe2\x80\x94is regulated by the strange and unknowable godlike entities that dwell in the primeval world. These fey lords create new jabberwocks as they are needed\xe2\x80\x94sometimes varying the exact particulars but always creating a fully formed adult creature. No young jabberwock has ever been encountered as a result. \n'b'  Bringer of Destruction . 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\xe2\x80\x99s 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\xe2\x80\x94to a jabberwock, it makes no difference whether it seeks out things to destroy or lets those things come to it. \n'b'  Vorpal Vulnerability . 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.'