Knight Otu said:It also seems it could have an attack sequence much like true dragons, replacing the flurry of blows.
Creature Catalog said:Flurry of Blows (Ex): When faced by overwhelming odds, a jabberwock may strike with a flurry of blows at the expense of accuracy. When doing so, the jabberwock may make one extra attack in a round at its highest attack bonus, but this attack and each other attack made that round suffer a –2 penalty apiece.
The jabberwock must use the full attack action to strike with a flurry of blows.
MCA3 said:Note that like true dragons the jabberwock has exceptionally keen senses and can detect invisible or hidden opponents; so long as the chosen target remains within its forest, the jabberwock will pursue it.
First, it constantly mutters or burbles to itself - a low, rumbling bubbling sound that carries up to 200 feet. Anyone who hears this sound must make a saving throw vs. spell at a 4 penalty or become confused. A jabberwock’s confusion is more potent than the wizard spell of the same name, lasting as long as the victim is within range and able to hear the noise; in addition, it distorts perception, causing hallucinations and strangely skewed judgment of distance: objects, or parts of objects, may appear much closer or further away than they actually are (this translates into a -3 penalty on the attack roll of anyone suffering from this confused warping of depth perception). A curious side effect of the burble is that it acts as a sort of babble spell (a reversed tongues): the victim’s words slide, shift, and blend, producing odd hybrids that make communication very difficult.
Its eye-beams act as the rays from a wand of paralysis, freezing in place any target who fails a saving throw vs. paralyzation.
The jabberwock also shares the fear aura of true dragons.
While its normal attack is a simple bite with its enormous incisors, it can also grasp prey in its great talons, holding a man-sized creature helplessly immobilized in either forepaw (it then gains a +2 bonus to bite a target so restrained - +4 if the victim is held by both forepaws).
If seriously inconvenienced (that is, if attacked by a large party of well-armed and well-coordinated adventurers), it will go into a flurry of activity, striking out in all directions like a hurricane with swipes of its forepaw claws (1d10/ld10), wing buffets (2d10/2d10), hind leg stomps (2d6/2d6), bite (3d10), and tail lash (2d8). Each of these attacks is at a -2 penalty on the creature's attack roll; those struck must make a saving throw vs. paralysis or be knocked down or driven back (50% chance of either), enabling the jabberwock to refocus its attack.
The only effective means of attacking a jabberwock is with a vorpal weapon; its extremely tough scales repel all other blows (all non-vorpal weapons inflict only nonlethal subdual damage). Even its eyes - traditionally a vulnerable spot in armored creatures - are protected by tough semitransparent inner eyelids. Its superior magic resistance prevents most spells from being effective as well.
I was mostly getting that from this quote:BOZ said:Note the description from MCA3: “…it has a stout draconian torso with sturdy hind legs, long forearms each ending in four feathery talons (each talon being some four feet long and fully prehensile), a long sinuous neck ending in an enormous head, a pair of elegant wings, and a long thin tail.”
The weird thing is that the stat block only gives it one attack – a bite (3d10 damage). I’m in favor of giving it whatever standard dragon melee attacks are appropriate to the above description (which, if I’m not mistaken, are all of them). The current “flurry of blows” ability makes little sense in current game terms, and actually seems to inhibit the creature a bit:
Sounds like the full sequence and more. I also wonder if the Reach for its bite should be long for the size?The jabberwock’s preferred method of attack is a straight-forward bite with its huge front teeth; its snaky neck enables its head to dart out and attack targets a surprising distance away.
...
While its normal attack is a simple bite with its enormous incisors, it can also grasp prey in its great talons, holding a man-sized creature helplessly immobilized in either forepaw (it then gains a +2 bonus to bite a target so restrained - +4 if the victim is held by both forepaws). If seriously inconvenienced (that is, if attacked by a large party of well-armed and well-coordinated adventurers), it will go into a flurry of activity, striking out in all directions like a hurricane with swipes of its forepaw claws (1d10/ld10), wing buffets (2d10/2d10), hind leg stomps (2d6/2d6), bite (3d10), and tail lash (2d8). Each of these attacks is at a -2 penalty on the creature's attack roll; those struck must make a saving throw vs. paralysis or be knocked down or driven back (50% chance of either), enabling the jabberwock to refocus its attack.
And the dragon's blindsense.right, OK, knight pointed this out already. Just give it the dragon’s keen senses?
Sure. And DC 20 is right for Charisma.Paralysis Gaze (Su): Paralyzed for 1d6+2 minutes, 50 feet, Fortitude save (DC 20).
Does that work? Gaze attacks are usually Charisma-based.
Hmmm, technically, it could have both... I think.ahh… Snatch feat? This was originally converted as Improved Grab – which one works better?
Yes, maybe I should have dpne so as well.aha! All I had to do is read ahead a bit…
That sounds overly restrictive, even for an unique monster. I'd rather give adventurers without vorpal weapons a bit of a fighting chance (not too much, but a bit), and DR 15/vorpal would do that, IMHO. Also, most of the weapon immunities are done as DR, if I'm not mistaken.Resistance to Weapon Damage (Ex): A jabberwock treats damage from bludgeoning, slashing, and piercing weapons as nonlethal damage. A vorpal weapon can kill a jabberwock if the wielder successfully cuts off its head.
MCA3 said:If seriously inconvenienced (that is, if attacked by a large party of well-armed and well-coordinated adventurers), it will go into a flurry of activity, striking out in all directions like a hurricane with swipes of its forepaw claws (1d10/ld10), wing buffets (2d10/2d10), hind leg stomps (2d6/2d6), bite (3d10), and tail lash (2d8). Each of these attacks is at a -2 penalty on the creature's attack roll; those struck must make a saving throw vs. paralysis or be knocked down or driven back (50% chance of either), enabling the jabberwock to refocus its attack.
Knight Otu said:Sounds like the full sequence and more. I also wonder if the Reach for its bite should be long for the size?
MCA3 said:First, it constantly mutters or burbles to itself - a low, rumbling bubbling sound that carries up to 200 feet. Anyone who hears this sound must make a saving throw vs. spell at a 4 penalty or become confused. A jabberwock’s confusion is more potent than the wizard spell of the same name, lasting as long as the victim is within range and able to hear the noise; in addition, it distorts perception, causing hallucinations and strangely skewed judgment of distance: objects, or parts of objects, may appear much closer or further away than they actually are (this translates into a -3 penalty on the attack roll of anyone suffering from this confused warping of depth perception). A curious side effect of the burble is that it acts as a sort of babble spell (a reversed tongues): the victim’s words slide, shift, and blend, producing odd hybrids that make communication very difficult.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.