Welcome fools and mortals, to this – the greatest issue of this measly article series ever! I have done away with your normal author, the loathsome “Moriarty”, and will be granting you a watered down version of my own magnificence. To provide the world of gaming with my own true self would ruin all games forever, across every system of play, so you’ll have to do with today’s Starfinder’d offering
Creative Characters WAS designed to help you with access to cute PCs in a pinch, but that was before I ate them. They were all useless, but some of them at least made funny noises before I crushed them underfoot, especially that Goblin. If you want a list of my victims then follow this link. It is the record of Clayton Forcecore’s adventures, and lists every underling, highlighted in the 3rd, 4th and 5th paragraphs. Simply drag and drop the desired PC into your own game, I think they were meant to be good for players who were new or had forgotten their character sheet, or if you needed a baddy in a hurry. Never mind that however, just use me! You’ll have a TPK in no time. Ahh, that’s “total party kill” for those GMs who don’t know, or if you’re a player, honestly, get used to them. The Starfinder world is a lot more dangerous than Pathfinder ever was.
Let me guess — you want to know how I perverted Clayton Forcecore into summoning me, the Mighty Jabberwock? All in good time. Before that, I will present to you my sheet. I had the now-deceased author (he wasn’t very fun to eat, too much coffee) write it down in a language and style you mortal readers would understand.
Jabberwock, “The First Ignition” CR 23
CE Huge dragon (air, fire)
Init +5; Senses blindsight 120 ft., darkvision 120 ft., low-light vision, scent, true seeing; Perception +38
Aura frightful presence (120 ft., DC 27)
DEFENSE HP 600
EAC 39 KAC 41
Fort +26, Ref +20, Will +24; DR 15/vorpal
Defensive abilities fast healing 15
Resist acid 30, electricity 30, sonic 30
Immunities fire, paralysis, sleep; SR 31
Weaknesses fear of vorpal attacks, vulnerable to cold
Speed 40 ft., fly 80 ft. (clumsy)
Melee bite +37 (16d8+42 P/19–20/×3 and 2d6 bleed)
Multi-attack bite +31 (7d8+42 P/19–20/×3 and 2d6 bleed), 2 claws +31 (10d6+36 S/19–20 plus grab & 2d6 bleed), tail slap +31 (8d8+42 B)
Ranged eye rays +34 (13d6+23 F/19–20 plus burn)
Space 15 ft.; Reach 15 ft.
Offensive abilities burble, burn (6d6 F, DC 27), eye rays, whiffling
Str +13, Dex +5, Con +11, Int +1, Wis +9, Cha +8
Feats Awesome Blow, Bleeding Critical, Critical Focus, Deadly Aim, Flyby Attack, Improved Combat Maneuver (Bull Rush), Improved Critical, Mobility, Spring Attack, Vital Strike
Skills Acrobatics +38, +43 Athletics, Intimidate +43, Life Science +38, Perception +38, Sense Motive +38.
Languages Aklo, Common, Draconic, Gnome, Sylvan.
A 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 jabberwock (and invariably some languages it doesn’t know) affects all creatures within a 60-foot-radius spread—these creatures must make a DC 27 Will save or become confused for 1d4 rounds. Alternatively, the jabberwock can focus its burble attack to create a 60-foot line of sonic energy that deals 20d6 points of sonic damage (DC 27 Reflex save for half). The confusion effect is mind-affecting; both are sonic effects.
Eye Rays (Su)
The jabberwock can project beams of fire from its eyes as a ranged attack against EAC as a standard action, with a range increment of 60 feet. It projects two beams and can target different creatures with these beams if it wishes as long as both targets are within 30 feet of each other. A creature that takes damage from an eye beam suffers burn.
Fear of Vorpal Attacks (Ex)
A jabberwock knows that a vorpal weapon can maim it swiftly. As soon as it takes damage from a weapon with the vorpal fusion, a jabberwock becomes shaken for 1 round. If it is hit by a critical from a vorpal weapon, whether or not the jabberwock saves against the wound, the jabberwock is staggered for 1 round.
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.
A jabberwock’s wings and violent motions create a significant amount of wind whenever it makes a full attack. These winds surround the monster to a radius of 30 feet, and are treated as severe winds—so strong it can alter ranged attacks including shells and laser bolts. Ranged attacks take a –4 penalty when targeting a jabberwock while it is whiffling, and Medium creatures must make a DC 10 Strength check to approach the creature. Small or smaller creatures in this area that fail a DC 15 Strength check are blown away.
Amazing, isn’t it? Who knew that a primal force, older than time and history, could be distilled into so deadly a package? Now my author friend (I say “friend” because we did briefly share in the same snack, in a way) assures me that the stats were taken from my old form, and directly translated, before they were then updated to the Starfinder way. The saves you poor players have to make are consistent, the damage I should do is considerably average (not everywhere, we want genuine fear in your hearts), and he was nice enough to leave in as many Feats as he could! If you see any feat you don’t recognise it’s in the Bestiary for Pathfinder. Well, it looks like that’s my Christmas all over. I hear that most monsters in Starfinder only get about 4 special abilities, hehe, so I must look like a Swiss army knife!
Now I will tell you how I gained control of Forcecore and friends so easily, and why I’ve chosen to appear. Clayton Forcecore was a formidable mind, I will give him that, but there are powers so ancient that anything modern has the strength of a mere pup. When questing forward through time, I felt about for the minds most attracted to Dragon kind. Most Dragons themselves were overly obsessed with their own goals, so I needed someone else. A Wizard (you wouldn’t know what a Wizard is, they were before your time) would be ideal, but a Technomancer or Mystic could work. I came across Clayton one day when he was yelling ferociously at his university lecturer for giving him a bad mark (a straight “A” is very embarrassing). His fury reminded me of Dragons, and looking back through his timeline I saw the day his grandfather first told him about Dragons. REAL Dragons, from ages past, with swords and shields of magic, heroically saving the day. This was perfect. I needed a mind obsessed with Dragons, but specifically older Dragons — Too easy.
After that, I could send forth my mental self into key periods in Clayton’s life, and you can see the results. A gentle nudge here, a brilliant idea there. Of course, all the artifacts and treasures that “Fortune’s Heist” and “Valor Incarnate” collected weren’t discarded, rather I had Clayton take no interest in them. That’s my treasure hoard, you know. And a few of the more spicy artifacts I imagined I would need to prepare against the metals and spells of the modern day. Some I have reworked and fitted across my brow, others I have affixed to my wings, all the better to whiffle and blow aside not just wooden arrows, but now bullets and bolts of energy. He truly was a useful boy, that Clayton Forcecore. Like a puppet I slipped over my hand, it was a simple matter of making him speak and do as I wanted.
Now that is all, you are excused. A Merry Christmas to you, have an Okay new year, I believe that’s the time of year, and remember me when your characters are worthy of a fight. Have you some Level 20 PCs who are itching for a real challenge? I’m your Jabberwock.
Now get out before I decide to eat you too.
Moriarty The First Ignition, a Jabberwock