Confusing Burble. The jabberwock burbles to itself unless it is incapacitated. Any creature that starts its turn within 30 feet of the jabberwock and is able to hear its burbling must make a DC 21 Charisma saving throw. On a failed saving throw, the creature can’t take reactions until the start of its next turn, and it rolls a d4 to determine what it does during its current turn:
1–2. The creature does nothing.
3. The creature does nothing except use all its movement to move in a random direction.
4. The creature either makes one melee attack against a random creature it can see or does nothing if no visible creature is within its reach.
Legendary Resistance (3/Day). If the jabberwock fails a saving throw, it can choose to succeed instead.
Regeneration. The jabberwock regains 20 hit points at the start of its turn. If the jabberwock takes slashing damage, this trait doesn’t function at the start of its next turn. The jabberwock dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Uncanny Tracker. The jabberwock can unerringly track any creature it has wounded in the last 24 hours, and it knows the distance and direction to its quarry as long as the two of them are on the same plane of existence.
Multiattack. The jabberwock makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage, and it is grappled (escape DC 22). The jabberwock can grapple only two targets at a time.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage and must succeed on a DC 22 Strength saving throw or be knocked prone.
Fiery Gaze (Recharge 5–6). Unless it is blinded, the jabberwock emits a 120-foot-long, 10-foot-wide line of fire from its eyes. Each creature in that line must make a DC 21 Dexterity saving throw, taking 60 (8d6 + 32) force damage on a failed save and the target is disintegrated if this damage leaves it with 0 hit points, or half as much damage on a successful one and is not disintegrated.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 15-foot- cube portion of it. A magic item is unaffected by this spell.
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’s turn. The jabberwock regains spent legendary actions at the start of its turn.
Move. The jabberwock moves up its speed, and opportunity attacks have disadvantage.
Tail Attack. The jabberwock makes one Tail attack.
Wing Attack (Costs 2 Actions). The jabberwock beats its wings. Each creature within 15 feet of the jabberwock must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The jabberwock can then fly up to half its flying speed.
Description
A jabberwock is a solitary, temperamental predator that haunts pristine forests and ancient ruins. Accurate descriptions of jabberwocks are difficult to come by, because the rare survivors of an encounter with one retain only a confused impression of its parts and not a sense of the whole. Pieced-together accounts describe it as a sinewy, dragon-like creature that can walk on its hind legs as easily as it travels on all four. Its eyes can emit fiery beams.
Once a jabberwock has chosen its target, it concentrates its attacks on that target until the victim is killed (and devoured), until the jabberwock is killed, or until the target escapes using teleportation magic or other means.
If a jabberwock is slain, another one appears 3d8 years later, materializing within a thousand miles of where the old one perished. No immature jabberwock has ever been sighted, and the creature does not appear to age.
Lair and Lair Actions
The challenge rating of a legendary jabberwock dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Deep Torpor. The dragon casts the slow spell, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 20). The spell ends early if the dragon uses this lair action again or if the dragon dies.
Disorienting Visions. Disorienting illusory images flit through the dragon’s lair. Each creature in the lair must succeed on a DC 20 Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round.
Eerie Mists. The dragon casts the fog cloud spell at 6th level, requiring no spell components and using Constitution as the spellcasting ability. The spell ends early if the dragon uses this lair action again or if the dragon dies.
Ensnaring Bramble. the ground within 120 feet of the dragon sprouts hard spikes and grasping brambles until initiative count 20 on the round after next. Each creature of the dragon's choice that starts its turn on the ground wall must succeed on a DC 15 Dexterity saving throw or be grappled and takes 5 (2d4) piercing damage. Escaping requires a successful DC 20 Strength (Athletics) or Dexterity (Acrobatics) check. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 5 (2d4) piercing damage for every 5 feet it travels.
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