Primal Bandersnatch

Primal Bandersnatch

Creature 19

Perception +33; darkvision, scent (precise) 120 feet

Skills Acrobatics +33, Athletics +37, Intimidation +36, Stealth +36, Survival +31

Str +10, Dex +6, Con +6, Int –4, Wis +6, Cha +6

AC 44; Fort +35, Ref +33, Will +31; +1 status to all saves vs. magic

Planar Acclimation The bandersnatch treats the plane it is on as its home plane.

HP 395, fast healing 15; Immunities confused; Weakness cold iron 15

Confusing Gaze (aura, emotion, enchantment, mental, primal) 30 feet. When a creature ends its turn in the aura, it must succeed at a DC 38 Will save or become confused for 1 round.

Quick Recovery The bandersnatch recovers with frightening speed. At the end of its turn, it reduces the value of one debilitating condition it suffers (with the exception of dying) by 1. If it’s blinded, dazzled, deafened, fatigued, fleeing, or petrified, it can instead succeed at a DC 16 flat check to end one of these conditions of its choice; it can’t use quick recovery on other conditions that lack values.

Attack of Opportunity Tail only.

Speed 50 feet, climb 20 feet

Melee jaws +37 (magical, reach 15 feet), Damage 4d12+18 piercing

Melee claw +37 (agile, magical, reach 15 feet), Damage 4d8+18 slashing

Melee tail +37 (deadly d12, magical, reach 20 feet), Damage 4d4+18 piercing plus pain

Ranged quill +33 (range increment 100 feet), Damage 4d4+18 piercing plus pain

Focus Gaze (emotion, enchantment, mental, primal) The bandersnatch fixes its gaze at a creature it can see within 30 feet. The target must immediately attempt a Will save against the bandersnatch’s confusing gaze. After attempting the save, the creature is temporarily immune to a bandersnatch’s Confusing Gaze gaze until the start of the bandersnatch’s next turn.

Frumious Charge The bandersnatch Strides, ignoring difficult terrain, then makes two claw Strikes at the end of its movement.

Lash Out At the start of its turn, the bandersnatch gains an additional reaction that can be used only to attempt an Attack of Opportunity.

Pain A bandersnatch’s quills create exceptionally painful wounds. The wounded creature must succeed at a DC 41 Fortitude save to resist becoming drained 1 (drained 2 on a critical failure) by this pain. Further bandersnatch Strikes that cause pain increase the amount of drain by 1 for each failed save to a maximum of drained 4.

Relentless Tracker The bandersnatch can Track while moving at its full speed.