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"We saw its approach through the darkened eaves, now crawling in the dirt, now flapping upwards, as if it could not decide if it was a snake or a sparrow. Then it came into the moonlight and we saw it true. Did we fight? I cannot say. All I recall is clotted fur and an embracing drool. Twisting limbs. Tearing rock. Rotting metal. Melting fingers. The stench of cadavers and burning honey. My eyes screamed, my tongue shook, my knees spewed. It ate my friends and drank my soul. It took my mind I know not where, for it is no longer here with me."

Interview with sole survivor of Reikwald forest patrol (one hundred men), incarcerated in Frederheim Sanitorium.

Jabberslythe is a Beastmen monster unit introduced in Total War: Warhammer II with The Silence & The Fury DLC.


Jabberslythes are truly repugnant to look upon, having such grotesque and twisted features that even the clearest pools of water will not offer up their reflection. A sickening fusion of toad, sludge-drake, and many-limbed insect, the Jabberslythe encompasses all that is unwholesome and vile about nature and magnifies it a hundredfold.[1a]

Ungainly and clumsy creatures, Jabberslythes have mutated the better to catch agile prey such as the flittering spites that buzz around their lairs or the occasional Ungor who strays too close. They have a thick, sticky proboscis-like tongue that they can shoot out in the blink of an eye, capable of ensnaring and pulling a creature as large as a horse into the Jabberslythe's gaping mouth when it retracts.

But the most horrendous of all the Jabberslythe's weapons is its vile appearance. The Jabberslythe is a creature so unsightly, a monster so disturbing to look upon, that an aura of madness surrounds it. There is something so unearthly and unsettling about these beasts that even to set eyes upon one is to go immediately and permanently insane. To gaze at such a beast is to tempt fate – for many who do have their sanity ripped asunder. It is said that a Jabberslythe is so horrible to view, that even clear pools of water will not offer up a reflection. Those that look upon a Jabberslythe for too long find themselves clawing at their own eyes, crawling in tight circles, babbling nonsense rhymes in a gibberish tongue, shrieking with manic laughter, or even gutting themselves with their own weapons in their desperation to escape the nightmarish vision that has seared itself into their brains, forever haunting them. These unfortunates are easy prey for the Jabberslythe, which will lumber towards its hapless victims with acidic drool spilling from the upturned corners of its fang-ridged maw.

The beating of the Beastmen's war drums often serves to draw Jabberslythes from their lairs, for they know that there will be rich pickings indeed at such times. The sounds of braying, shouting or even of celebration can be enough to bring a Jabberslythe lolloping and flapping from its lair, and they are always hungry. For their part, the Beastmen do their best to ignore the Jabberslythes, for even they are not immune to the madness of its curse. Yet even the least experienced Wargor will not drive a Jabberslythe away, for a gifted Bray-Shaman can ensure their erratic and ungainly flight takes them in the direction of the foe and not the warherd. The sight of a disciplined enemy battleline crumbling with terror and insanity as the Jabberslythe goes about its gory business is pleasing to the Beastmen indeed.

It's disputed by Imperial scholars how Jabberslythes reproduce. Reinholt Schent, who claims to be a Scholar of the Fantastic from the Imperial Zoo believes not only that Jabberslythes breed, but that there is a pregnant specimen near the town of Hallt in the western Vorbergland.


  • Armour-Piercing: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Anti-Infantry: Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
  • Causes Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Poison Attacks: The poisonous attacks of this unit weaken the target's speed, damage, and vigour. Applies the Poison! debuff.




Jabberslythes are potent infantry-killers, able to cause massive damage and disruption to enemy formations. Their Aura of Madness and Spurting Bile-Blood abilities cause additional damage to enemies within a radius of the Jabberslythe. Their weaknesses are relatively low armor and melee stats, making them vulnerable to enemy missile fire and monster-killing units, such as the Kharibdyss. If left in melee for a prolonged time, however, they can cause significant damage to enemy armies, as long as they are kept away from the aforementioned threats.

Jabberslythes have excellent attack animations that cover a large distance and send low-mass units flying, allowing them to disrupt enemy formations better than most monsters.