Jabberwock (CR 28/MR 10)

This dragon has a long neck and terrible claws. The beast shrieks and babbles, thrashing its tail and wings in a violent manner.

Mythic Jabberwock (CR 28/MR 10)
XP 4,915,200
Pathfinder Roleplaying Game Bestiary 2
CE Huge dragon (air, fire, mythic)
Init +5; Senses blindsight 120 ft., darkvision 120 ft., low-light vision, scent, true seeing; Perception +38
Aura manxome foeMA (120 ft., DC 35)


AC 50, touch 14, flat-footed 44 (+5 Dex, +1 dodge, +36 natural, –2 size)
hp 575 (26d12+406); fast healing 15
Fort +26, Ref +20, Will +24
Defensive Abilities DR 15/epic and vorpal; Immune fire, paralysis, sleep; Resist acid 30, electricity 30, sonic 30; SR 36
Weaknesses fear of vorpal weapons, vulnerable to cold


Speed 40 ft., fly 80 ft. (poor)
Melee bite +40 (4d8+24/19–20/×3), 2 claws +40 (3d6+16/19–20 plus grab), tail slap +35 (2d8+24), 2 wings +35 (1d8+8)
Ranged 2 eye rays +29 touch (20d6 fire/19–20 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks burbleMMA, burn (8d6, DC 34), eyes of flameMA, flensing clawsMMA, mythic power (10/day, surge +1d12), mythic spell-like abilitiesMA, tail sweepMA (2d8+36), whifflingMA

Spell-Like AbilitiesMMA (CL 26th; concentration +36)
Constant—true seeing
At will—commune with nature, confusion (DC 24), control winds, fireball (DC 23), plane shift (willing targets to fey realm only), shout (DC 24)
3/day—contagious flame, feeblemind (DC 25), insanity (DC 27), power word stun, sonic thrust (DC 25)
1/day—greater shout (DC 28), whirlwind (DC 28), winds of vengeance


Str 43, Dex 20, Con 33, Int 12, Wis 29, Cha 30
Base Atk +26; CMB +44 (+48 grapple); CMD 60
Feats Awesome Blow, Bleeding CriticalMF, Critical FocusMF, Dodge, Flyby Attack, Improved Bull Rush, Improved Critical (bite, claws, eye rays), Mobility, Power AttackMF, Spring AttackMF, Vital StrikeMF
Skills Acrobatics +31 (+35 jump), Escape Artist +31, Fly +26, Intimidate +39, Knowledge (nature) +30, Perception +38, Sense Motive +38
Languages Aklo, Common, Draconic, Gnome, Sylvan
SQ planar acclimation


Environment any forests
Organization solitary
Treasure triple

Special Abilities

Burble (Su) A mythic jabberwock can burble once every 1d4 rounds as a standard action. This blast of strange noises and shouted nonsense in the various languages known to the mythic jabberwock (and invariably some languages it doesn’t know) affects all creatures within a 60-foot radius spread as mythic confusion, or augmented mythic confusion if the mythic jabberwock spends one use of its mythic power (DC 35 Will negates), lasting 1d4+1 rounds. Alternatively, the mythic jabberwock can focus its burble into a devastating shockwave filling a 60-foot cone-shaped burst. Creatures in the area take 25d6 points of sonic damage and are stunned for 1 round and deafened for 4d6 rounds. A DC 35 Reflex save negates stunning and halves both damage and the duration of deafness. The confusion effect is mind-affecting; both are sonic effects. The save DC is Charisma-based and includes a +2 racial bonus.

A mythic jabberwock can spend one use of its mythic power to use its burble ability again without waiting for 1d4 rounds have elapsed, or to affect any silence effects in the area of the burble as greater dispel magic (caster level 26th); it can spend two uses of mythic power to use both as part of the same burble.

Damage Reduction (Ex) A jabberwock’s damage reduction can be bypassed only by epic weapons that possess the vorpal weapon enhancement. Abilities that allow a creature to bypass damage reduction, such as a paladin’s smite evil or a mythic champion’s fleet charge, do not apply against a mythic jabberwock unless the attacker is wielding a vorpal weapon (including a non-epic vorpal weapon).

Eyes of Flame (Su) As a standard action, a mythic jabberwock can project rays of fire from its eyes as a ranged touch attack with a range increment of 60 feet. It projects two rays, and can target different creatures with these rays if it wishes as long as both targets are within 30 feet of each other. A creature that takes damage from an eye ray suffers burn damage. If a mythic jabberwock spends one use of mythic power with the attack, each ray also overcomes any non-mythic fire resistance (but not immunity) that a target possesses.

Fear of Epic Vorpal Weapons (Ex) A mythic jabberwock knows that an epic vorpal weapon can kill it swiftly. When it takes damage from an epic vorpal weapon, a mythic jabberwock becomes shaken for 1 round. If that hit is a critical threat (regardless of whether it is confirmed), the mythic jabberwock is staggered for 1 round. Multiple hits or threats extend the duration of this effect but do not increase its severity.

Flensing Claws (Ex) Whenever a mythic jabberwock hits a creature with both claws and successfully grapples that creature, the target takes an additional 6d6+24 points of damage and is skinned alive (DC 39 Fortitude negates skinning but not damage), becoming permanently staggered taking 1 point of Constitution bleed; this is considered ability drain, not ability damage. Regenerate or heal removes the staggered condition and halts this bleed, but cure wounds spells, channeled energy, fast healing, and similar lesser healing effects do not. A creature with regeneration can attempt a new saving throw each round at the end of its turn to end the staggered condition and bleed. The save DC is Strength-based.

Manxome Foe (Ex) The very presence of a mythic jabberwock is terrifying to its enemies. Whenever a mythic jabberwock makes an attack or charge action, or otherwise activates this ability with a free action, opponents within 120 feet who witness the action must succeed at a DC 35 Will save or become staggered for 2d4 rounds and sickened for 5d6 rounds. Creatures with 4 HD or fewer are instead sickened and panicked for 5d6 rounds. Creatures succeeding on their saving throw are immune to that mythic jabberwock’s manxome foe aura for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based and includes a +2 racial bonus.

Planar Acclimation (Ex) A jabberwock is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.

Tail Sweep (Ex) As a standard action, a mythic 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’s space in any direction. Creatures in this swept smaller than the mythic jabberwock take 2d8+36 points of damage and are knocked prone. A DC 39 Reflex save halves damage and negates being knocked prone. A mythic jabberwock can spend one use of its mythic power to perform a tail sweep as a move action. The save DC is Strength-based.

Whiffling (Ex) A mythic jabberwock’s wings and violent motions create a significant amount of wind whenever it uses the full attack action, fights defensively, or takes the total defense action, surrounding the creature with a 30-foot-radius spread of severe winds that moves with it. If a mythic jabberwock spends one use of its mythic power as a free action, the winds created by its whiffling intensify for 1 minute, creating a windstorm centered on itself in a 30-foot-radius spread, surrounded by an area of severe winds in a 60-foot-radius spread. While its whiffling is intensified in this way, a mythic jabberwock can spend one use of mythic power as a swift action to create tornado-force wind in a 30-foot radius spread centered on itself, lasting until the beginning of its next turn. Creatures on the ground are staggered and knocked prone by these winds (DC 39 Reflex negates). Flying creatures are instead checked (if Large) or blown away (if Medium or smaller); Huge or larger flying creatures are unaffected. Wind effects are described in the Environment chapter of the Pathfinder RPG Core Rulebook. The save DC is Strength-based.

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