Jabberwock
Jabberwock
Power Level: 3120 | CR: 33 | |
---|---|---|
Strength: 6 | Dexterity: 3 | Mind: 2 |
Fortitude: 9 | Reflex: 6 | Willpower: 5 |
Vitality: 330 | Life Points: 5 | |
Base Attack Bonus: 2 | Damage Reduction: 10 + 10 supernatural armor | |
Defense Bonus: +4 (Def Stance +1) | Parry Bonus: 3 | |
Combat Speed: 40 land/65 fly | Agility: 1 | Footwork: 1 |
Magic Reserve: 140 | Magic Potency: 5 | Magic Energy Threshold: 10 + 4 with Swift Casting |
Awareness: +3 | Climb: 4 | Insight: +3 |
Jump: + 1 | Open Lock: 0 | Sleight of Hand: +0 |
Speech: +3 | Stealth: +2 | |
Attack 1 | +1 Heavy Claws +6 to hit(Off Stance -1) | 4 True Damage + 3d12 + 32 Damage |
Attack 2 | +1 Electric Heavy Claws +6 to hit | 4 True Damage + 3d12 + 32 Damage + 1d10+5 Energy Damage |
Attack 3 | Lightning Bolt +5MP vs Fortitude | 5d10+20 Energy Damage |
The Fey Dragon of the Unseelie Court
Jabberwock are ghastly fey creatures that serve as one of the Unseelie Court's most capable servants. They share a similar appearance to dragons with a few key differences. Their bodies are usually very thin with their weight sitting mostly in their hind legs allowing them to stand semi-erect during combat. Their forelimbs are lanky and thin with very long exaggerated magic infused claws protruding from their fingers. Their heads look like a cross between a dragon and an angler fish. Their wings are broad and sit at the curve of their back. Jabberwock serve the Unseelie Court loyally, but often use their bandersnatch and jub-jub underlings for personal gain when their Unseelie master is away. Beware the jabberwock with its teeth that bite and its claws that scratch.Fighting Style
Jabberwock are capable fighters as well as natural electrokinetics. They are not afraid to duel in close quarters combat using their massive claws as weapons. They are disciplined enough with their claws to use them effectively as standard weapons meaning they can parry blows, riposte, and slice with accuracy. Their claws are naturally enchanted making them exceptionally sharp and durable. Jabberwock will almost always further enhance their claws with electrokinetic magic further increasing their lethality. They surround themselves with an electric barrier that stifles energy damage and even strikes back at those who mange to land a blow on the beast. If outnumbered or overwhelmed, the jabberwock will take to the skies and rain down lightning bolts on their enemies starting with the most potent ranged combatants. If it can spare the magic, it will also use its magnetic bind spell while flying to lift its land bound enemies into the air and drop them up to 60ft.Primary Attacks
- Frightful Presence: All creatures that are within 30ft of the creature must make a DC 11 willpower check or be forced to flee. This check can be remade every round until passed. Once passed, the creature cannot be affected by this monster's frightful presence again for 24 hours.
- Grappling Claws: The creature may now make a special claw attack that can be used to initiate a grapple with an opposed fortitude roll vs the target's fortitude. The claws deal half damage after DR has been calculated.
Primary Spells
Electric Weapon
Components: 8silCasting Type: Full casting action
Range: 5ft
Duration: 10 rounds (concentration)
Effect: Every successful attack with the weapon this spell is cast on deals an extra 1d10+1x magic potency of electricity energy damage for the duration of the spell. The target takes ½ of this energy damage if the attack misses.
Lightning Bolt
Components: 12silCasting Type: Full magic action
Range: 1 target within 100ft
Area of Effect: jumps to up to 3 other targets within 30ft
Duration: Instant
Saving Throw: Fortitude to half vs Magic Potency
Effect: You deal 5d10+4*magic potency in electric energy damage to everyone within the area of effect. All targets may attempt a fortitude save to take half damage.
Plasma Shield
Components: 4silCasting Type: Full casting action
Range: 5ft
Duration: 1 hour (concentration)
Effect: Your target takes half damage from all sources of energy damage.
Electricity Dome
Components: 6silCasting Type: Full magic action
Range: 5ft
Duration: 10 rounds
Effect: This spell functions like Plasma Shield with an added effect. Any creatures who successfully strike the target of this spell take 1d10+1x magic potency electric energy damage.
How to Fight a Jabberwock
Jabberwock are truly difficult opponents to deal with. Fighting one in open terrain is always a terrible idea unless you have a way to deal with their flight ability. Having a decent magician on hand that can use Counterspell would be a good way to counter the jabberwock's Magnetic Pull spell, but will not have enough range to stop their Lightning Bolt. Only good cover or magical shielding will be enough to stop a jabberwock from simply raining down lightning on you until you are nothing but ash. Overwhelming it with arrows is always going to the be the most efficient way to face these flying monstrosities. If you can afford it, raining silver arrows upon it would bring it down fairly quickly if not drive it away all together.If you do manage to ground a jabberwock somehow, your battle is still not over. These beasts are capable fighters with their claws and use them to great effect. Striking a jabberwock who has erected its Electricity Dome will always result in injury, so striking it hard with less hits will always be better than striking it light with many hits. The beast is clever so it will likely focus its claw attacks on those who appear injured or lightly armored and pull them in using Magnetic Pull if they try to fall back. However, this spell only has a 60ft range so if you must fall back, make sure to run as fast as you can outside of the range of this spell or you will surly be pulled back.
Weapon Arts/Arcane Arts
• Agility 1 rank• Determined
• Fly-by Attack
• Footwork 1 rank
• Frightful Presence
• Grappling Claws
• Insistence
• Parry 2 ranks
• Weapon Efficiency 5 ranks
• Weapon Practice
• Magic Reserve 10 ranks
• Counter Spell
• Swift Casting
• Electrokinesis Journeyman
• Electric Weapon
• Plasma Shield
• Magnetic Pull
• Lightning Bolt
• Electricity Dome
Additional Information
Uses, Products & Exploitation
Loot: 50 Panacea in claws 8lbs, 10 Aether in brain stem 8lbs, 105 Quintessence in vocal cords 10lbs
Lifespan
300 Years
Average Height
20ft
Average Weight
2000lbs (Size Category: Large)
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