Oh yeah, Jabberwock. So this one is kind of interesting in that there were some unused lines indicating that the boss battle with Jabberwock could play out differently depending on what you did. However in the final game you're forced to kill all the snatches before fighting Jabberwock, as the NAVs will block you from entering the arena until they're all dead. This didn't seem to always be the case, and you could fight it at any point at some point during development.
...This is the end for you, Dragon!
Analyzing... its armor is 20% thicker!
It's gotten even harder than before!
We can't win this!
Also somehow you could power it up and make it harder to fight? I dunno.
Analyzing... its armor is 20% weaker!
Damn, it's still a forbidding defense.
We should step back for now,
Unit 13.
Analyzing... its armor is 40% weaker!
It's been weakened, but don't get sloppy.
What do you think,
Unit 13?
Only two of these entries are actually used, the first and final ones. The first one is used for the scouting battle, while the last one is used for the real fight.
It incidentally has a horrible weakness to Frostburn so you can probably stunlock it all fight if you're decently lucky.
Jabberwock (LV. 55/51)
-Fiery Surprise: Fire-elemental Breath attack to all party members. MAT-based. 1.2x damage.
-Hide in Shell: Buffs the user. Multiplies ATK and MAT damage taken by 0.1x for 5 turns. Has a priority level of 1.
-vibrations to drop rocks from above: Non-elemental Ranged attack to all party members. ATK-based. 1x damage. Has a priority level of 6.
-vibrations to drop rocks from above: Non-elemental Ranged attack to all party members. ATK-based. 1x damage. Has a priority level of 6.
The scouting fight. Hide in Shell is what makes it basically invulnerable.
Jabberwock (LV. 55/51)
-Burning Breath: Fire-elemental Breath attack to all party members. MAT-based. 1.2x damage. 30% chance to inflict Skill Seal for 2 turns.
-Rampage: Non-elemental Melee attack to all party members. ATK-based. 1.1x damage.
-Gather Power: Buffs the user. Multiplies ATK damage dealt by 1.25x for 2 turns.
-Hammer Crush: Non-elemental Melee attack to one party member. ATK-based. 1.5x damage.
-Power Tackle: Non-elemental Melee attack to one party member. ATK-based. 1.2x damage. 80% chance to inflict Bleed for 1 turn. The Bleed ticks for 43 damage.
-Blood Frenzy: Heals the user for 315/313 LIFE.
-Blood React: Buffs the user. For 6 turns, the user will be granted an extra turn if they inflict Bleed.
-lost the scent of blood.: Ends the effects of Blood React.
And the real fight.