Jabberwocky rules project


Homebrew and House Rules


Hey everyone,
I've been involved with the Jabberwocky lately. Probably because the new Beastmen have been published for Warhammer and one of my friends is going crazy about the "Jabberslythe". And he usually manages to infect me with his obsessions somehow.

So I've been meaning to come up with some Pathfinder rules for a Jabberwocky monster. And while I'm at it, why not stat out the other four creatures mentioned: Toves, Raths, Borogoves and Bandersnatches

But let's start with the Jabberwocky. This is where I need some help already, because I don't know wether to make it a magical beast, aberration or a dragon.

Things I already know it should have:
Huge size, fly speed
1 Bite, 2 Claws (+grab) ("The jaws that bite, the claws that catch!")
Darkvision (the eyes in the most artworks about it just suggest that)

I think it should be somewhere between CR 8 and 12, that just feels right to me.

So I'm open to suggestions. And hope I get a lot of ideas.

Liberty's Edge

There are a few routes you can go with this. The jabberwocky has actually already appeared in D&D twice so you could base it on one of those incarnations, you could base it solely on the illustration and the poem or you could create something entirely new maybe using bits from each.

The first Jabberwocky for D&D appeared in Greyhawk Castle Module EX2: The Land Beyond the Magic Mirror.

Here's an excerpt:

The Jabberwocky (AC -6; MV 15”; HD 15; hp 95; #AT 1 or 2; D
5-20 or 2-12/2-12; SA charge of 30’ or more doubles speed,
allows all 3 attacks, and causes +1/die rolled for damage; SD
25% magic resistance).

Like all monsters who dwell in the Tugley Wood, the
jabberwocky is a nonesuch. It is known for nothing but the
ferocity of its attacks, its sheer stupidity, and the noise of its
breathing. This bipedal monster appears rather reptilian. It has
a great horn on its head, and it attacks either with this weapon
or by smashing down opponents with its huge, powerful legs.
Its forelegs are small and weak, and these are not used at all. In
addition to being large, it is also very stupid, and will fight on as
if perfectly unharmed until it has received 100 points of
damage, or for six rounds after being reduced to zero or fewer
hit points.
When the party enters the jabberwocky’s clearing, it will
charge from the northeast at a 30” movement rate, lowering its
snaky neck to allow both horn and trampling attacks. It will
pursue until it is slain or can no longer see the adventurers. It
has no treasure.

Obviously, that was written for 1st Edition so it's in need of a serious update for PfRPG.

The second Jabberwocky appeared in TSR Jam 1999 as part of a Planescape adventure. I don't have the stats for that one, but I do recall the players actually needed a bonafide Vorpal weapon to kill the thing.

In both cases, the Jabberwocky comes from another plane of existence (Dungeonland or one of The Lower Planes depending on which adventure you're reading) possibly even making it an outsider. If you look at the actual traits listed for creature types, both Outsiders and Dragons sound pretty good but their skills and other special traits don't really sound right for a Jabberwocky. Aberrations don't have HD, BAB or Saves that suggest a big, stupid, dangerous monster like the Jabberwocky.

My suggestion is you make Mr. J a Magical Beast. The Magical Beast type gives him good HD, fast BAB progression, good Fort and Ref, skills and skill points appropriate for a big, dumb monster and Darkvision.

I don't want to steal your thunder by writing him up myself so I'll stop there.

On a side note, EX2 also has stats for the Bandersnatch and the Jub Jub Bird.


Thanks for that, Velcro.

I've been statting out something. I still kind of miss something unique about it though. Some kind of special ability or quality. MAybe something involving the lines: "The Jabberwock, with eyes of flame,
Came whiffling through the tulgey wood,"

Here is my first draft anyway:

-------------------------------------------
JABBERWOCKY / CR 13
-------------------------------------------

XP 25,600

N huge magical beast

Init: +0, Senses: Low-light vision, darkvision 60 ft., perception +15

-------------------------------------------
DEFENSE
-------------------------------------------

AC 25, touch 8, flat-footed 25 (+17 natural, -2 size)

hp 10d10+70 (180)

Fort +13, Ref +7, Will +7

Defensive Abilities DR 10/Slashing

-------------------------------------------
OFFENSE
-------------------------------------------

Speed 40 ft., fly 80 ft. (clumsy)

Melee Bite +19 (3d6+11), 2 claws +17 (2d6+5, +grab), tail slap +17 (2d6+5)

Space 15 ft.; Reach 15 ft.

-------------------------------------------
STATISTICS
-------------------------------------------

STR 33, DEX 11, CON 22, INT 1, WIS 14, CHA 11

BAB +10; CMB +23; CMD 33

Feats: Toughness, Multiattack, Improved natural attack (bite), Improved natural attack (claw), Iron Will

Skills: Perception +15

-------------------------------------------
ECOLOGY
-------------------------------------------

Environment: Temperate forests.

Organization: Solitary or pair.

Treasure: Standard.

Liberty's Edge

The eyes of flame and whiffling and burbling suggest either a breath weapon or gaze attack. Whiffling and burbling could mean something inside the Jabberwocky is causing steam and bubbling froth to form at the creature's mouth or even pour from its nostrils in which case I'd go with a breath weapon similar to a dragon turtle's cloud of steam. The eyes of flame could just be an extension of this steam-causing organ's effect on the creature's anatomy.

I might also suggest giving the poor thing some ranks in Fly just to offset his -8 penalty.

RPG Superstar 2012 Top 32

Jabberwocky

CR 14
CE Huge magical beast (air)

Init: +7
Senses: darkvision 60 ft, low light vision, Perception +10
Aura: Burble 120 feet (see below)

Defense:

AC: 27 (-2 size, +3 Dex, +4 Deflection, +12 Natural) touch 15, flatfooted 24.
hp 190 (20d10+80)
Saves: Fort: +16, Reflex: +15, Will: +10
DR 10/slashing
Evasion
Whiffle (Su). Whiffle is a cloudy rush of air that surrounds the Jabberwocky, granting it several benefits. Opponents striking at the Jabberwocky have a 20% miss chance. Once per round as an immediate action, the Jabberwocky can teleport 50 feet, granting it a 50% miss chance if the Whiffle is activated in response to an attack, and pushing all formerly adjacent creatures back 5 feet if they fail a DC 24 Reflex save. Whiffle also adds the Jabberwocky's Constitution bonus to its Initiative rolls as it pushes it forward into combat, and grants it a Deflection bonus to AC equal to the Jabberwocky's Constitution bonus as the wind pushes away attacks.

Offense:

Speed: 20 feet, Fly 50 feet (perfect)

Melee Bite +24 2d10 + 9 (15-20/x3) and bleeding critical 2d6
Melee 2 Claws +19/+19 2d6+3 (20/x2)
or
Greater Vital Strike Bite: +24 8d10 + 9 (15-20/x3 [+4d10+18]) and bleeding critical 2d6

Space 15 feet. Reach 15 feet.

Burble (Su). All within 120 feet who hear the Jabberwocky's burbling jabbering must make a DC 24 Will Save or become confused for 2d6 rounds; once a creature successfully saves against this effect, it is immune to it for 24 hours. The Save DC is Charisma based. This is a sonic, mind-affecting effect.

Enhanced Critical (Ex). The bite attack of a Jabberwocky normally threatens a critical hit on an 18-20/x3.

Eyes of Flame (Su). Gaze, range 30 feet. Fortitude DC 24 or take 6d6 points of fire damage and catch on fire for 3d6 a round, Reflex DC 24 to put out the flames. The Save DC is Constitution based.

Stats:
Str 22, Dex 17, Con 18, Int 1, Wis 14, Cha 19
BAB: +20, CMB: +28 (+32 Disarming), CMD: 41 (45 vs. Disarm and Trip).

Feats: Bleeding Critical, Combat Reflexes, Critical Focus, Deflect Arrows, Greater Disarm (B), Greater Vital Strike, Improved Critical (bite), Improved Disarm (B), Improved Vital Strike, Iron Will, Snatch Arrows, Vital Strike.

Skills: Acrobatics +11, Fly +9, Perception +10, Stealth +4

Languages: Auran (cannot speak)

May want to check on the Fly skill, it has 5 ranks.


I just noticed that i miscalculated Hitpoints average, well I'll fix that with the next wave of changes

SmiloDan, your entry would be more help to me if you gave me some reasons behind your changes. But some that I can see make sense I will add.

Here are some thoughts of my own: I think the whiffling really discribes the jabberwocky flying through the woods. And as it flies through the thick woods i guess it should be rather nimble at that, so perfect maneuverability does make sense. Then it would also make sense to have higher dexterity too.

I think the eyes of flame are more symbolic than anything else, but I wanted to have them in there anyway so I made them a fear effect. Also I liked the burble ability, so I added that and the improved charisma.

The more spread skills have also been added.

But I'm not sure I should make it 20 hit dice with only a CR of 14. It already has a lot of abilities, so 14 seems terribly underrated.

-------------------------------------------
JABBERWOCKY / CR 13
-------------------------------------------

XP 25,600

N huge magical beast

Init: +0, Senses: Low-light vision, darkvision 60 ft., perception +10

-------------------------------------------
DEFENSE
-------------------------------------------

AC 28, touch 11, flat-footed 25 (+3 dexterity, +17 natural, -2 size)

hp 10d10+90 (145)

Fort +15, Ref +7, Will +7

Defensive Abilities DR 10/Slashing

-------------------------------------------
OFFENSE
-------------------------------------------

Speed 40 ft., fly 80 ft. (perfect)

Melee Bite +19 (3d6+11), 2 claws +17 (2d6+5, +grab), tail slap +17 (2d6+5)

Space 15 ft.; Reach 15 ft.

Burble (Su) Creatures within 120 feet who hear the Jabberwocky's burbling jabbering must make a DC 24 Will Save or become confused for 2d6 rounds; once a creature successfully saves against this effect, it is immune to it for 24 hours. The Save DC is Charisma based. This is a sonic, mind-affecting effect.

Eyes of Flame (Su) Gaze, range 30 feet. If the target sees the Jabberwocky it must make a Will save (DC 24) or become panicked for a number of rounds equal to 1d6 plus the Jabberwocky's Charisma modifier. The Save DC is Charisma based. This is a fear, mind-affecting effect.

-------------------------------------------
STATISTICS
-------------------------------------------

STR 33, DEX 17, CON 26, INT 1, WIS 14, CHA 19

BAB +10; CMB +23; CMD 33

Feats: Toughness, Multiattack, Improved natural attack (bite), Improved natural attack (claw), Iron Will

Skills: Acrobatics +10, Fly +7, Perception +10

-------------------------------------------
ECOLOGY
-------------------------------------------

Environment: Temperate forests.

Organization: Solitary or pair.

Treasure: Standard.

RPG Superstar 2012 Top 32

It's a version of the Jabberwocky I had lying around; I posted it as an alternative to the other Jabberwockies out there as inspiration or whatever. The Bestiary suggestions say magical beasts of 20 HD are CR 14. It hasn't been playtested or anything. I usually like to give BBEG or iconic encounter monsters at least 3 special attacks: One for Fort, one for Reflex, and one for Will saves. It lets each PC shine and be vulnerable, which is usually more fun.

EDIT: I gave it Disarm and Snatch Arrows feats because it has claws that catch. ;-)


SmiloDan wrote:

It's a version of the Jabberwocky I had lying around; I posted it as an alternative to the other Jabberwockies out there as inspiration or whatever. The Bestiary suggestions say magical beasts of 20 HD are CR 14. It hasn't been playtested or anything. I usually like to give BBEG or iconic encounter monsters at least 3 special attacks: One for Fort, one for Reflex, and one for Will saves. It lets each PC shine and be vulnerable, which is usually more fun.

EDIT: I gave it Disarm and Snatch Arrows feats because it has claws that catch. ;-)

I see, well in the SRD it says 10 HD magical beasts are already CR 13. I dont have the Bestiary at hand right now, I left it at our playing location because i still had enough material prepared for the next sessions so i thought i wouldn't need it.


Velcro Zipper wrote:

The eyes of flame and whiffling and burbling suggest either a breath weapon or gaze attack. Whiffling and burbling could mean something inside the Jabberwocky is causing steam and bubbling froth to form at the creature's mouth or even pour from its nostrils in which case I'd go with a breath weapon similar to a dragon turtle's cloud of steam. The eyes of flame could just be an extension of this steam-causing organ's effect on the creature's anatomy.

I might also suggest giving the poor thing some ranks in Fly just to offset his -8 penalty.

Actually not.

You are trying to take the words at face value when they are all portmanteaus.
And it should have Grab - it isn't catching arrows or weapons :rolleyes:

Liberty's Edge

Cartigan wrote:


Actually not.
You are trying to take the words at face value when they are all portmanteaus.

What's wrong with taking the words at face value? The poem doesn't really go into a whole of detail about what the jabberwocky can do so one interpretation is as good as nearly any other. So there. *thppt*


Velcro Zipper wrote:
Cartigan wrote:


Actually not.
You are trying to take the words at face value when they are all portmanteaus.
What's wrong with taking the words at face value? The poem doesn't really go into a whole of detail about what the jabberwocky can do so one interpretation is as good as nearly any other. So there. *thppt*

Well, those are portmanteaus that are far less dangerous implications than you are giving them.


This is just a pet peeve of mind, but I feel I should clarify:

"Jabberwocky" is the name of the poem.
Jabberwock is the name of the monster.

Kind of like Odysseus and the Odyssey.

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