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Primal Bandersnatch

Primal bandersnatches are among the most powerful of their kind, due to their ties to the First World.

Recall Knowledge - Beast (Arcana, Nature): DC 39
Unspecific Lore: DC 37
Specific Lore: DC 34

Elite | Normal | Weak
Proficiency without Level

Primal BandersnatchCreature 19

Legacy Content

N Gargantuan Beast Tane 
Source Kingmaker Adventure Path pg. 610
Perception +14; darkvision, scent (precise) 120 feet
Skills Acrobatics +14, Athletics +18, Intimidation +17, Stealth +17, Survival +12
Str +10, Dex +6, Con +6, Int -4, Wis +6, Cha +6
AC 25; Fort +16, Ref +14, Will +12; +1 status to all saves vs. magic
HP 395 (fast healing 15); Immunities confused
Planar Acclimation The bandersnatch treats the plane it is on as its home plane.Confusing Gaze (aura, emotion, enchantment, mental, primal) 30 feet. When a creature ends its turn in the aura, it must succeed at a DC 19 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 -3 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 [reaction] Tail only.
Speed 50 feet, climb 20 feet
Melee [one-action] jaws +18 [+13/+8] (magical, reach 15 feet), Damage 4d12+18 piercingMelee [one-action] claw +18 [+14/+10] (agile, magical, reach 15 feet), Damage 4d8+18 slashingMelee [one-action] tail +18 [+13/+8] (deadly d12, magical, reach 20 feet), Damage 4d4+18 piercing plus painRanged [one-action] quill +14 [+9/+4] (range increment 100 feet), Damage 4d4+18 piercing plus painFocus Gaze [one-action] (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 [two-actions] 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 22 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.

Sidebar - Related Creatures Other Bandersnatches

Warning - this sidebar contains spoilers for the Kingmaker adventure path.

The bandersnatch presented here is a creature that retains its ties to the First World, known to some scholars as primal bandersnatches. Bandersnatches who have dwelt on the Material Plane for longer periods can be less dangerous, although it's unheard of for a bandersnatch to weaken below 13th level. Just as surely, even more powerful bandersnatches lie in wait in the deepest reaches of the First World.

All Monsters in "Bandersnatch"

NameLevel
Bandersnatch17
Primal Bandersnatch19

Bandersnatch

Source Kingmaker Adventure Path pg. 610
Bandersnatches are consummate hunters, and only the deadliest predators or the most cunning intelligent prey offer them sport. A bandersnatch resembles a tawny, six-legged, earless great cat, but with wickedly barbed quills running the length of its body and down to the tip of its long, flexible tail. It measures 40 feet in length plus another 10 feet of tail and weighs 12,000 pounds.