Navigation

    Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Magical Beasts‎ > ‎Bandersnatch‎ > ‎

    Bandersnatch, Primal

    This six-limbed beast stalks forward with a fluid grace. Barbed quills run along its back, and its eyes glow with a blue light.

    Bandersnatch CR 19

    XP 204,800
    N Gargantuan magical beast (extraplanar)
    Init +11; Senses blindsense 120 ft., darkvision 120 ft., low-light vision, scent; Perception +28

    DEFENSE

    AC 33, touch 13, flat-footed 26 (+7 Dex, +22 natural, -4 size)
    hp 310 (23d10+184); fast healing 10
    Fort +23, Ref +22, Will +13
    Defensive Abilities quick recovery, quill defense;
    DR 10/cold iron; Immune fear, paralysis, poison, sleep; SR 30

    OFFENSE

    Speed 60 ft., climb 20 ft.
    Melee bite +34 (2d8+15 plus grab), 2 claws +34 (2d6+15/19-20), tail slap +29 (2d8+22/x3 plus pain)
    Ranged 4 quills +28 (1d10+15/19-20)
    Space 20 ft.; Reach 15 ft. (20 ft. with tail slap)
    Special Attacks bounding charge, brutal tail, gaze, lash out, pounce, rake (4 claws, +34, 2d6+15/19-20), rend (2 claws, 2d6+22)

    STATISTICS

    Str 40, Dex 29, Con 31, Int 2, Wis 19, Cha 22
    Base Atk +23; CMB +42 (+46 grapple); CMD 61 (69 vs. trip)
    Feats Bleeding Critical, Combat Reflexes, Critical Focus, Critical Mastery, Exhausting Critical, Improved Critical (claws), Improved Critical (quills), Improved Initiative, Improved Iron Will, Iron Will, Skill Focus (Stealth), Tiring Critical
    Skills Acrobatics +21 (+33 when jumping), Climb +23, Perception +28 , Stealth +20 (+28 forests), Survival +5 (+25 tracking); Racial Modifiers +8 Acrobatics, +10 Perception, +4 Stealth (+12 forests), +20 Survival when tracking
    SQ planar acclimation, relentless tracker

    SPECIAL ABILITIES

    Bounding Charge (Ex)

    A bandersnatch can move through difficult terrain when it charges.

    Brutal Tail (Ex)

    The quills and barbs on a bandersnatch's tail cause triple damage on a critical hit from its tail slap. A bandersnatch adds 1-1/2 times its strength bonus on attack rolls when using its tail slap.

    Gaze (Su)

    Confused, range 30 feet, Fortitude DC 31 negates. A bandersnatch can direct its gaze attack against a single foe as a swift action. This is a mind-affecting compulsion effect. The save DC is Constitution-based.

    Lash Out (Ex)

    As a swift action, a bandersnatch can make a single attack with a bite, claw, or tail slap. A bandersnatch cannot lash out on the same round it charges.

    Pain (Ex)

    Whenever a creature takes damage from a bandersnatch's tail slap attack, quills, or quill defense, that creature must make a DC 30 Reflex save or a quill lodges in its flesh, causing the creature to become sickened until the quill is removed. Removing one quill requires a DC 20 Heal check made as a full-round action. For every 5 by which the check exceeds the DC, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d10+7 points of damage to the victim. The save DC is Dexterity-based.

    Quill Defense (Ex)

    Any creature that strikes a bandersnatch with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d10* points of piercing damage from the bandersnatch's quills and suffers from the bandersnatch's pain attack.

    Quick Recovery (Su)

    A debilitated bandersnatch recovers with frightening speed. If a bandersnatch starts its turn affected by any or all of the following conditions, these conditions end at the end of its turn: confused, dazed, dazzled, exhausted, fatigued, nauseated, sickened, and stunned. Furthermore, a bandersnatch affected by ability damage, ability drain, or a mind-affecting effect that allows a save receives a single additional save against the effect of its choice at the original DC at the end of its turn in order to shake off the effect.

    Quills (Ex)

    With a snap of its tail, a bandersnatch can loose a volley of four quills as a standard action (make an attack roll for each spike). This attack has a range of 300 feet with no range increment. All targets must be within 30 feet of each other. Launched quills regrow in a single round, during which the bandersnatch's defensive abilities are unaffected.

    Relentless Tracker (Ex)

    A bandersnatch can move at up to double its speed and still track without penalty. It gains a +10 competence bonus on Survival checks made to track creatures it has wounded.

    *Editor's Note
    It is suggested that the damage for quill defense be changed to 1d10 plus 1/2 strength modifier for all bandersnatches, which is 1d10+7 for the primal bandersnatch.
    Base Creature