The Jabberwocky

Converted to 5e for my own reference to play The Gardens of Ynn (and/or The Land Beyond the Magic Mirror).

The Jabberwock is a strange dragon-like creature, with a long neck, bulging eyes, rodent-like incisors, and wide, grasping humanlike hands. The Jabberwock is a herald of intoxication. Where it passes, things behave drunkenly. Those who meet it are permanently altered. Perhaps there is some link to the Idea Of Thorns, but the Jabberwock is not infected.


AC 19; HP 207
Saves +10, +6, +7
Speed 40 ft., fly 80 ft., swim 40 ft.
Damage Resistance All damage.
Damage Vulnerability Double damage from vorpal weapons
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 15 (13,000 XP)

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Intoxicating Aura. Observing the Jabberwock deals d4 damage to Intelligence each round. When a 4 is rolled for intelligence damage, or the Jabberwock scores a hit, roll for Ynnian Alterations (no save).


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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

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 16 Wisdom saving throw or become frightened 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.

Purple Haze (Recharge 5–6). The dragon shoots purple lightning from its eyes in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) fire/lightning damage on a failed save, or half as much damage on a successful one.

The dragon 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 dragon regains spent legendary actions at the start of its turn.
  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

If the purple blood of the jabberwocky is drunk, the creature is automatically returned to their home plane at the point they first left.


’Twas brillig, and the slithy toves
      Did gyre and gimble in the wabe:
All mimsy were the borogoves,
      And the mome raths outgrabe.
“Beware the Jabberwock, my son!
      The jaws that bite, the claws that catch!
Beware the Jubjub bird, and shun
      The frumious Bandersnatch!”
He took his vorpal sword in hand;
      Long time the manxome foe he sought—
So rested he by the Tumtum tree
      And stood awhile in thought.
And, as in uffish thought he stood,
      The Jabberwock, with eyes of flame,
Came whiffling through the tulgey wood,
      And burbled as it came!
One, two! One, two! And through and through
      The vorpal blade went snicker-snack!
He left it dead, and with its head
      He went galumphing back.
“And hast thou slain the Jabberwock?
      Come to my arms, my beamish boy!
O frabjous day! Callooh! Callay!”
      He chortled in his joy.
’Twas brillig, and the slithy toves
      Did gyre and gimble in the wabe:
All mimsy were the borogoves,
      And the mome raths outgrabe.