Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 25 (2d12 + 12) piercing damage plus 17 (4d8) Acid damage. This attack deals full damage regardless of whether or not you have resistance.
Claw. Melee Weapon Attack: + 17 hit, Reach 15 ft., 1 Target. Hit: 32 (3d10 + 16) [damage type] damage.
Tail. Ranged Weapon Attack: +19 to hit, Range 20/10 ft., 2 Target(s). Hit: 29 (3d8 + 16) Bludgeoning damage.
Black Ichor Spray (Recharge 3-4). Ranged Attack: The dragon exhales Black Ichor in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 121 (30d6) Poison damage on a failed save, or half as much damage on a successful one.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become Frighted for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Tail. Ranged Weapon Attack: +19 to hit, Range 20/10 ft., 2 Target(s). Hit: 29 (3d8 + 16) Bludgeoning damage.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Strength saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked Prone.
Description
The legendary creature stalked its prey, black ichor dripped from the creatures mouth. the creature wove through the Swamp trees, it closed in on its prey, and with a swift crunch it swallowed its prey's head.
Lair and Lair Actions
It hid in the murky waters, as a group of adventurers passed, waiting to strike with a precise calculated strike.
Lair Actions
On initiative count 18-20 (losing initiative ties), the Ancient Jabberwock takes a lair action to cause one of the following effects; the Ancient Jabberwock can’t use the same effect two rounds in a row:
- Drown; the Jabberwock uses the bite attack then, it pulls the creature under, in the murky, acidic poisonous water. The creature is grappled DC 25.
Regional Effects
The region containing a legendary Ancient Jabberwock’s lair is Murky Swamps, which creates effect:
- Murky, Acidic, Poisonous waters. A creature who breathes the waters must make a constitution saving throw, on a failed save takes 4 (1d6) acid, and 7 (2d6) poison damage, or half as much on a successful one.
- Enter a regional effect description.
If the Ancient Jabberwock dies, these effects fade over the course of 36d8 days.
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Posted Jan 26, 2022Jabberwocks are cool
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Posted Jan 26, 2022But in the claw it does not say what damage it is