Bandersnatch
CR 17, N Gargantuan Fey
Senses: Perception 26, Blindsight 120Without using visual senses this creature can sense creatures and objects around it. In addition, invisibility and other forms of cover are useless. Within range of the creature's blindsight, it doesn't need to make a perception check to locate a creature, but automatically detects it., Darkvision 120, Low Light Vision, ScentThis special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell with a perception check instead of using the Track skill.
Speed: 60 ft., climb 20 ft. Skills: Athletics 21, Stealth 18, Nature 3
Languages: None
Ability Scores: Str 36 (+32), Dex 25 (+26), Con 27 (+27), Int 2 (+4), Wis 15 (+10), Cha 18 (+12)
INIT: +11 CP: +23 HP: 310 (23d10+184) SA: -- DC: 30
AC: 33 Touch: 13 Flat-footed: 26 [+7 Dodge, +20 Natural, -4 Size]
SR: -- Vulnerable: -- Resistant: -- Bypass: --
Immunity: Poison Effect Immunity: Fear, Paralysis, Sleep
Bleeding Critical (ex) - Whenever the Bandersnatch makes a critical hit, it also inflicts 2d6 bleed damage on its target.
Combat Reflexes (ex) - The Bandersnatch gets a number of reactions equal to its dexterity bonus.
Exhausting Critical (ex) - When the creature scores a critical hit, the target gains 2 levels of fatigue.
Improved Critical (ex) - The critical hit range of one of the creature's attacks increases by one point.
Tiring Critical (ex) - When the creature scores a critical hit, the target gains 1 level of fatigue.
Quill Defense (ex) - Any creature that strikes the Bandersnatch with a non-reach melee weapon,-unarmed strike, or natural weapon takes 1d10 points of piercing damage from the its quills.
Quick recovery (su) - At the beginning of its turn, this creature recovers from the confused, stunned, and fatigued conditions. It also gains advantage on saves made to avoid ability damage of any kind.
Planar Acclimation (ex) - This creature is always considered to be on its home place, regardless of which plane it finds itself on.
Relentless Tracker (ex) - This creature can track at any speed without penalty. It gains a +10 competence bonus on attempts to track creatures that is has wounded.
Bounding Charge (ex) - This creature can move through difficult terrain when it charges.
Confusion Gaze (su, Mental, Gaze) - Players who look at the Bandersnatch to target it or move toward it are automatically subject to its confusion gaze (within 30 feet). They must make an INT save or become confused for 2d4 rounds. Those who save against this confusion effect are immune to it for 24 hours. This save happens each turn before any of the player's other actions. Players can attempt to avoid the gaze by:
- Indirect Action: Players choose to indirectly look toward the Bandersnatch. In doing so, the Bandersnatch gains 1/2 cover and cannot be directly targeted by spells. Even so, there's still a 50% chance each round that the player accidentally catches the Bandersnatch's gaze and must make a save.
- Blind Fighting: players can wear a blindfold, blind themselves, keep their eyes shut, use darkness, or use other means of fighting without vision. The Bandersnatch gains 3/4 cover and essentially functions as if invisible.
Attacks
- Melee (Natural) - 1 x bite +32 (2d8+13 plus grab). Reach: 15 ft. Grab - Each time this attack is successful, the Bandersnatch can make a grapple check as a free action to see if it holds his opponent. If successful, the opponent is grappled. Grabbing does not provoke an attack of opportunity
- Melee (Natural) - 2 x claws +32 (2d6+13/19-20). Reach: 15 ft.
- Melee (Natural) - 1 x tail slap +26 (2d8+19/3 plus pain). Reach: 20 ft. Pain - When a creature takes damage from this attack, it must make a dexterity save or have a quill stuck in it, causing temporary level 2 fatigue that lasts until it is removed. The quill can be removed with a medicine check (full-round action).
- Ranged - 4 x quills +26 (1d10+13/19-20). Range: 300 feet
Lash Out (Bonus)(ex) - This creature can make a single attack as a bonus action after it has completed a charge.
Gaze Attack (su) - As a standard action, on its turn, the Bandersnatch may also attempt to actively gaze at a target. Doing so automatically triggers a save against its gaze (see description above). If the target is actively attempting to avoid the creature's gaze (indirect action), the gaze attack is considered to be against 3/4 cover. If the target is blind fighting, the gaze attack automatically fails.
Environment: any forest
Organization: solitary
Treasure: incidental
This six-limbed beast stalks forward with a fluid grace. Barbed quills run along its back, and its eyes glow with a blue light.
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, 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. VARIANT BANDERSNATCHES 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 (+1 CR): 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 (+2 CR): 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 (-4 CR): 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 (+3 CR): 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 (+2 CR): Primal bandersnatches have kept their ties to the ancient world of the fey. They have the extraplanar subtype, SR equal to 11 plus their CR, DR 10/ cold iron, and the advanced creature simple template.