Dungeons and Dragons: Jabberwock

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As the caravan set out along to the southern  coast, cutting inland through some well-travelled   tracks that seemed to be in some disrepair, I  asked our local guide why every turn of this trade   route took such a wide path around every stand of  woods that I could see. The guide, a dark skinned   wood elf named Feather, shook his head and said  there was no safety in woodlands for my people...   he assumed I was human, many elves do, and even  for a wood elf this one was abrupt and curt with   his answers to any queries I had, almost like  every question I asked was some sort of challenge   to his role as our local expert, so, I soon  backed off and instead asked our other local hire,   a wainright and pretty phenominal shot  with a hurled hand axe named Regori Xaowyn,   not a dwarf but a swarthy human of Tuigan descent  who was born in the Eastern Shaar, a region fairly   densely populated by dwarven people, he wore the  hammer of Moradin on a cord around his neck and   did not speak a single word to our elven guide  the entire trip as far as I recall, oh, maybe a   few sharp comments when we were struggling at  the ford of the River Talar and every hand in   the party was needed to lift one side so a broken  wheel could be repaired... things were decidedly   frosty right at the start of our journey and I  felt it important to understand why.. our survival   could come down to something so trivial as one  team member not speaking up at a critical moment.  According to Regori, the area that I knew  as Lapaliiya, the cities of the southern   coast of the shining sea, was no more, it  had become more of a lawless wasteland,   all these woods we passed were less than a hundred  years old, new growth painstakingly restored by   the efforts of the local elven people and they  did not welcome outsiders to this recovering land,   now known as the Elfharrow. Although our path was  a well-travelled one historically, these days the   road from the sea, passing alongside the Dun hills  and skirting a land known as the Bandit wastes on   our way to the town of Lapalgard was quite a lot  more dangerous and Regori warned me that if we   spotted a patrol on horseback, it was likely from  there, if on foot, we should prepare for combat as   it might be bandits or... and he just jerked his  chin in Feather's direction, indicating without   words that the elves in this region were quite  hostile, not much better than bandits themselves.  On the afternoon of the second day of our  journey, when more stories were told and   feather came to understand my actual heritage,  his demeanour around me changed quite a lot, so,   it seemed his animosity was reserved mainly for  humans and not the Hin, but I am no great judge   of the emotions and motives of elven people and  feather shared next to nothing about himself with   any of us, but, just before we reached the town  of Dungar and he parted company with his payment,   the only story I did manage to coax out of him  was when i asked what the most dangerous monster   in the Misty Vale was, an ancient forest  that was located just beyond the Dun hills,   and told me, at some length, over a meal of wine  and some very delicious olive stuffed roasted   peppers, about a creature called the Jabberwock. This is a monster I am happy to report that I have   never personally seen, and I'm quite sure that  I never want to, and it was also the main excuse   feather gave us as to why we were avoiding the new  woods springing up all along this coast.. but I   suspect he just steered us clear of the territory  his own people had reclaimed as their own.  Easy to mistake for a true dragon, the Jabberwock  is actually a dragonkin, one that the wood elves   knew of for a span of years greater than any human  city that now stood, he said. My understanding, on   later investigations and fact checks in a library  in Halruaa, is that the Jabberwock can be found in   the land of the fey and our elven guide meant that  the creatures had arrived on Toril around the same   time as the original migration of the green  elves, in very ancient eras lost to history.  Most people have no idea exactly what a  Jabberwock looks like, some property of   the Feywild perhaps prevents a person from  having a full and accurate recollection   of meeting the monster, just as those who return  from the lands of fey quite often have no memory   of what they did there, as though on waking  from a dream, it just fades from their mind.  This is clearly evident in the collected  lore of the jabberwock over the history of   Dungeons & Dragons, as there are contradictions  present each time the monster has been presented   in the various editions, appearing first appearing  in Dragon magazine issue 54 printed in October   1981 for first edition Advanced Dungeons  & Dragons, later included and updated for   advanced Dungeons & Dragons 2nd edition's Monster  Compendium Annual Vol III which was printed in   1996 and finally the most recent listing inside  the Wild beyond the Witchlight, published in   September 2021. The important thing is that, while  the details may vary, the essence of what the   jabberwock is, carries through in each of these  versions and going over all of them side by side,   you can see the logical progression the lore  has taken, adapting itself for each new edition,   15 and then 25 years apart from each other. The Jabberwock is a huge reptilian beast that   inhabits light forests or broken wastelands with  a particular fondness for inhabiting more recent   ruins located in areas where disasters have laid  waste to the land, but it is now regrowing its   forests. The creatures resemble dragons in  many respects, enough so that they can be   called draconic creatures while still not being  True dragons. There may be some variation among   them back in their native environment of the  vast and variable Feywild, so, its perfectly   fine for a DM to adapt them to being wingless,  for example, or swapping some of the confusion   effects from a sound-based, to a gaze-based  attack, and giving them draconic traits,   such as elemental resistances, or a supernatural  aura of fear. In the feywild, they tend to take   on some of the dominant traits that a local  Feylord will instil in the region they dominate,   so, some jabberwock can look extremely fearsome,  or they may appear far more comical or cute,   which does nothing to reduce how tremendously  aggressive and dangerous they are.  Adult Jabberwock are formidable, with a long neck  as flexible as a tentacle, a body that is 30 feet   long, eight-foot tall at the shoulder and a thin  tail that reaches another 25 feet beyond the body,   they are lean, very tough and have quite different  proportions to a true dragon. Some have learned to   hoard treasure to attract greedy prey, some do it  for their own pleasure, but mostly its because,   unlike dragons, they don't have a strong elemental  essence and have a serious appetite for meat,   particularly human meat, which they prefer  above all others, even elves and halflings.  Jabberwocks are solitary beasts, coming together  only during their violent mating season.   They hibernate during periods of intense cold  and are most active at brillig, er, 4 o'clock in   the afternoon. The Jabberwock’s lair is generally  found in a cave or underground in a moist, cool,   and dark place, since these are the conditions  necessary for the maturation of their eggs.   Two to eight eggs are laid after the spring  mating season, which often only one adult,   usually the female, survives. The eggs  mature and hatch in roughly five years.   They are generally laid in different places each  year, since Jabberwock hatchlings tend to eat   unhatched eggs when they can find them. In the  Feywild, mating can occur at fairly random times,   as there is no variation is seasons, rather  seasons act more like geographical traits,   regional effects and the like. Nobody is quite  sure how long Jabberwock live, but all are quite   certain that, if ever put into captivity, within  a few weeks to a month, the jabberwock will die.   Oddly enough, the legendary creature's ties to the  feywild mean that the fey realm perpetuates their   existence, so it may not be possible to ever fully  exterminate them, as when a mature jabberwock is   slain, another one always seems to appear, not  suddenly, but sometime within three to twenty-four   years later somewhere suitable within a thousand  miles of where the last jabberwock was killed.   Since there are no accounts of juveniles being  observed on the prime material plane, it seems   that they have the means to cross over into the  fey realm and remain there until they are fully   grown, which can take quite some time thankfully,  unless they happen to be in certain parts of the   fey where time flows differently, but, that's  a subject for another sage. Another reason that   jabberwocks have a reputation for being near  impossible to kill, is the fact that they can   regenerate even more tenaciously than a troll. The  jabberwock regains 10 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.   Note that this is not impaired by fire or acid  damage and also, when you look at the jabberwock,   its gangly limbs, upright stance and loathsome  creeping slitter, its baleful gaze and weird,   snapping mouth, those long talons and green  hue to its hide... this could well be a Troll   Dragon if they ever become fully native to  the prime material plane, just a thought.  Colouration is actually variable between  greens and tarnished looking golden tans   and the body is protected by armor plates, while  the soft underbelly is protected by its crouched,   slithering style of motion, its body is very  flexible and it tends to snake its way around   almost as much as it uses its legs, with the belly  barely two feet above the ground most of the time,   however, it also has the ability to stand  upright and even take a few steps at a   time in a biped stance, which is freaky to  witness and quite outlandish for a dragon,   particularly as its limbs end with digits  equipped with wickedly curved talons   at least the size of short swords and  the same glossy black as goblin claws.   In combat, which is almost certain with every  encounter, the jabberwock will be eager to attack,   singling out one target at a time and savaging it  with a flurry of claws in great rending strikes   as it tries to literally tear any humanoids apart  and gobble them down in great sprays of hot blood,   it will also make sweeping attacks with its  tail, which strikes as hard as a great club.   One thing that is not mentioned in fifth edition  is that the other two versions of the jabberwock   also feature the stats for its bite attack, the  jabberwock has a jaw well stocked with fangs,   particularly at the very front of its mouth and  it can attack with its bite with the same 15 ft   reach its tail attack has. perhaps its the reduced  size of the latest incarnation, dropping it down   to merely huge size where usually it would be  much larger and with a bite capable of swallowing   a person whole. Just as well considering I  have not even gotten to its ranged attacks.  One of the most dramatic changes to the stats  and lore of the jabberwock concerns its burbling   sound and its terrible gaze. Some earlier accounts  say that the gaze can cause paralysis, the latest   listing actually has the eyes jetting out a 5 ft  wide and 120 ft long line of fire! Unless its eyes   are blinded the jabberwock can do this each round  if it rolls a 5 or 6 on a six sided die each turn,   living creatures caught in the effect of that gaze  must roll over 18 on a roll of a twenty-sided die,   adding any dexterity saving throw bonus or  they take the damage of 1d8 times 7, even if   they make that saving throw number or better, they  still take half that burnination damage the poor   bastards... no mention of its that also effects  flammable structures, I presume so? I mean,   trees are living creatures, and the jabberwock  lives in forests, and the flames don't stop its   regenerating flesh from healing... so, this thing  can set the whole forest on fire, with you in it,   and be just fine.. you are, on the other hand,  going to get BBQ'ed the longer the combat with the   dragon is going to take. If you wish to add some  spice to the flame gaze, have victims who get any   damage also roll to save vs fear with a wisdom  saving throw, I know that would freak me out.  Reminds me of the scene where Tom Cruise ran  from the martian war machine with people getting   vaporized all around him, a character might  sprint for safety and suddenly notice that   they are completely covered in the ashy  remains of their immolated friends....   that's gotta be fairly upsetting. Jabberwocks have an armor class of 18   and 10d12+50 or between 60 and 170 with an average  of 115 hit points, a strength of 20, 12 dexterity,   20 constitution, immunity to any and all poisons,  also immune to the charmed or frightened condition   and the only vulnerability it has is it  takes double damage from Vorpal swords,   which is absolutely a fey trait, legendary  creatures of the fey are part of the stories   that deeply influence and transform the native  landscape into fantastic realms of fable,   if located in such an environment, it may be that  the only thing that can truly kill a jabberwock   is the lethal kiss of the enchanted vorpal blade. The mind of the jabberwock is thankfully no better   than a rabid wolverine, it has an intelligence of  only 4, a wisdom of 7 and charisma of 11, it can't   speak or even really understand languages, yet, it  has exceptional senses, with a passive perception   of 18 and +8 to any active perception checks, it  has truesight out to a range of 120 feet, allowing   it to see right through illusions, invisibility  and such, also 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. Another clearly   magical ability. In older lore a Jabberwock can  detect the existence of a vorpal sword from up   to one mile away, but not its exact location  or direction, they really hate vorpal swords.   A Jabberwock will seek out the wielder of a vorpal  blade and stalk him through all manner of terrain,   waiting until the sword’s owner sets it aside or  is asleep. Then it will charge the party, ignoring   all other threats to its safety, attempting to  vanquish the vorpal sword’s owner before the blade   can be put into action. Should the Jabberwock slay  all of the party and gain possession of the sword,   it will dispose of it in the bottom of a  quicksand pit or some other inaccessible place.  The burbling sound the Jabberwock makes  is not fully described in 5th edition,   so for a bit more detail we go to older lore. The Jabberwock breathes through a gill-like   mechanism as well as through its lungs, producing  a burbling sound when it is under a strain (i.e.,   charging or fighting) and rapid movement  produces an eerie whiffling sound which   rises from a barely audible wail at a trot to a  screeching, banshee-like howling at full charge.   The whiffling noise made by a charging Jabberwock  is greatly feared by horses and will cause them   to throw their riders and flee. The burble  creates a supernatural confusion effect,   Any creature that starts its turn within 30 feet  of the Jabberwock and is able to hear its burbling   must make a DC 18 Charisma saving throw. On a  failed saving throw, the creature can’t take   reactions until the start of its next turn,  and half the time it may just stand where it   is and do nothing, or simply move in a random  direction or actually attack a random creature   with a melee weapon or their bare hands if in  range, which might include the Jabberwock but   is quite likely to be an ally instead, victims  roll 1d4 to determine which outcome occurs.  Although the Jabberwock has weird,  gill-like growths and lungs for breathing,   it doesn't say in the listing if it can breathe  underwater, even though the creature is often   depicted as having webbed toes and preferring  the more dank environments, its not an amphibian,   again, seems more troll-like to me. As a legendary creature the Jabberwock in 5th   edition has legendary resistance, so three times  per day they can just automatically succeed on a   saving throw they have rolled a fail on. They also  take legendary actions in combat, allowing them to   attack on other creatures turns during the combat  round, so the Jabberwock could make two rending   attacks on its turn, and a slamming tail attack on  three more targets during the rest of the round,   it can rather opt to make a rend attack  with its talons or an attack with its wings,   beating them furiously each creature within 10  feet of the Jabberwock must succeed on a DC 18   Dexterity saving throw or take 1d6 + 5  bludgeoning damage and be knocked prone.  Due to the creature's burble attack, accurate  descriptions of the Jabberwock are difficult   to come by, as dazed survivors often retain  only a confused impression of parts and not   the whole. However, the sage Ludovicus Humphrey  made a careful study of the beast before his   untimely demise on a research trip and  reported his findings in a journal that   available for purchase in Halruaa and a copy is  now located in the vast collections of Candlekeep,   securing me another season's accommodations  along with my own leather-bound scribblings.  The Jabberwock is a solitary creature that  apparently treats all other beings it meets as   prey. The only exceptions to this rule are  druids, which the jabbewock ignores unless   provoked in any way, and sylvan creatures such  as dryads, treants, forest gnomes and the like,   who can sense its approach and discreetly  withdraw in order to avoid a confrontation.   Despite its unwavering ferocity, the Jabberwock  serves a very important function for the forest.   In essence, it is the woods' protector, its  very presence serving to keep away most of   those who would exploit or destroy the woodlands. My name is AJ Pickett, I produce regular weekly   videos about RPG lore, thanks for listening and  I will be back with more for you, very soon.
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Channel: AJ Pickett
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Keywords: aj pickett, the mighty gluestick, TMG, dungeons and dragons, roleplaying, tabletop, 5E, 5th edition, faerun, toril, forgotten realms, eberron, greyhawk, dark sun, ravnica, AD&D, pen and paper, Dungeons and dragons lore, monsters, magic, magic items, monster ecology, D&D, D&D5E, D&D Lore, jabberwock, jabberwocky, lewis carroll, lewis carroll jabberwocky poem, the wild beyond the witchlight, feywild, feywild dnd 5e, dragon kin, draconic, obscure dragons, rare dragons, fey dragon, troll dragon
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Length: 16min 59sec (1019 seconds)
Published: Sun Feb 27 2022
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