monster Bandersnatch

Bandersnatch


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Main Bestiary

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Source:
Pathfinder d20pfsrd.com

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 17
XP 102,400

N Gargantuan magical
beast


Init +11; Senses Blindsense 120 ft., Darkvision 120 ft., Low-Light
Vision
, Scent; Perception +26
DEFENSE
AC 33, touch 13,
flat-footed 26 (+7 Dexterity, +20 natural, -4 size)

hp 310 (23d10+184); fast healing 10

Fort +21, Ref +20, Will +11

Defensive Abilities quick recovery, quill defense; Immune fear, Paralysis,
poison, sleep
OFFENSE
Speed 60 ft., Climb 20 ft.

Melee bite +32 (2d8+13 plus grab), 2 claws +32 (2d6+13/19-20), tail slap
+27 (2d8+19/x3 plus pain)

Ranged 4 quills +26 (1d10+13/19-20)

Space 20 ft.; Reach 15 ft. (20 ft. with tail slap)

Special Attacks bounding charge, brutal tail, gaze, lash out, pounce,
rake (4 claws, +32, 2d6+13/19-20), rend (2 claws, 2d6+19)
STATISTICS
Strength 36, Dexterity 25, Constitution
27, Intelligence 2, Wisdom 15, Charisma 18

Base Atk +23; CMB +40 (+44 grapple); CMD 57 (65 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 +19 (+31 when jumping), Climb +21, Perception +26, Stealth +18 (+26 forests), Survival +3 (+23 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 29 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 28 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+6 points of damage to the victim. The save DC is Dexterity-based.

Planar Acclimation
(Ex)

A bandersnatch is
always considered to be on its home plane, regardless of what plane it
finds itself upon. It never gains the extraplanar subtype.

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.

 ECOLOGY
Environment any forests

Organization solitary

Treasure incidental

Bandersnatches are consummate
hunters, and only the deadliest predators or the most cunning intelligent prey
offer them sport. Once a bandersnatch has marked a creature for death, it runs
it to ground without fear, rest, or remorse.

Bandersnatches rely on
speed, shock, and terror to bring down prey. They pace their quarry from a distance,
hidden among the trees, then break from cover, savage their target, and dart
away again. They drag smaller creatures away to dispatch at leisure, while engaging
larger ones in skirmishes until they gradually wear their prey down. An outmatched
bandersnatch withdraws at full speed, stopping only to pick off pursuers that
distance themselves from their allies. Once its wounds heal, the bandersnatch
returns to the scene of its defeat, picks up the trail of its assailants, and
eliminates them one by one.

In appearance, a bandersnatch
resembles a tawny, six-legged great cat, but with wickedly barbed quills running
the length of its body and down to the tip of its long, flexible tail. Its quills
serve to deter attackers, but also act as a formidable weapon. With a single
flick of its muscular tail, a bandersnatch can fling as many as a half-dozen
quills at distant foes with surprising accuracy. A bandersnatch captivates any
prey that meets the gaze of its saucerlike, luminous eyes. A bandersnatch measures
40 feet in length plus another 10 feet of tail and weighs 12,000 pounds. Despite
their bulk, bandersnatches move with speed, grace, and even considerable stealth
when required.

Bandersnatches were once
native to the primal world of the fey, where they preyed on the greatest hunters
of that ancient realm. As with other legendary creatures from this realm, such
as the jabberwock, bandersnatches belong to a group of creatures known collectively
as the “Tane.” Whether the fey were careless in guarding their portals
or released the first bandersnatches into Material Plane deliberately cannot
be said with certainty. Rare in the extreme on the Material Plane, bandersnatches
lair within forgotten forests where ancient beasts walk the world. Bandersnatches
mate only rarely. A female becomes fertile perhaps once or twice per century,
leaving the male soon after mating and giving birth to only one or two kittens
per litter. The mother brings meat to her ravenous young, which mature into
lesser bandersnatches (see below) within a year. Bandersnatches live for a thousand
years or longer.


Variants

Though no bandersnatch
is ordinary, some are rarer than others. The most famous is the frumious
bandersnatch, brimming with rage so fierce it burns. Variant bandersnatches
may combine two or more of the abilities below.

Confounding Bandersnatch
(CR 18):
Confounding bandersnatches drip infectious madness from their
quills and claws. Poison (Ex) Claws and quills—injury; save Fort
DC 29; frequency 1/minute for 6 minutes; effect confused for 1 minute;
cure 2 consecutive saves. The save DC is Constitution-based.

Frumious Bandersnatch
(CR 19):
A frumious bandersnatch seethes with barely repressed rage
and anger. If it misses with its bite attack or falls below half of its
hit points, it succumbs to such uncontrollable fury that it bursts into
flame. While engulfed in these flames, a frumious bandersnatch is affected
as by a haste spell (this effect cannot be dispelled) and causes an additional
2d6 points of fire damage with each of its melee attacks and its quill
defense ability. The fury lasts for 5 rounds, after which the bandersnatch
cannot enter a fury again for another 5 rounds. A frumious bandersnatch
has fire resistance 30.

Lesser Bandersnatch
(CR 13):
Smaller or younger bandersnatches are still fearsome predators
in their own right. A lesser bandersnatch is Huge, with 4 fewer Hit Dice
than a typical bandersnatch. Reduce its physical ability scores by 4 each
and its Wisdom and Charisma by 2 each. A lesser bandersnatch lacks quick
recovery and deals 1d8+4 points of damage with its quill defense and pain
abilities. Lesser bandersnatches never have any additional variant powers.

Magicbane Bandersnatch
(CR 20):
These bandersnatches radiate an Antimagic
Aura
in a 20-foot
radius. Should the aura be brought down, it returns automatically as a
free action on the bandersnatch’s next turn. Magicbane bandersnatches
lack gaze and quick recovery.

Primal Bandersnatch
(CR 19):
Primal bandersnatches have kept their ties to the ancient
world of the fey. They have the extraplanar subtype, SR 30, DR 10/cold
iron
, and the advanced creature simple template.

Section
15: Copyright Notice – Pathfinder Roleplaying Game Bestiary 3

Pathfinder
Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse
Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary,
Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor,
based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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