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PFS StandardBandersnatch

Bandersnatches are great six-legged cats with wicked quills running down the length of their bodies down to the tips of their mighty tails. As with other legendary creatures from the First World, such as the jabberwock, bandersnatches belong to the infamous group of creatures known collectively as the “Tane.” These terrifying hunters take great delight in taking down other deadly or intelligent predators by perfectly adapting to any environment they find themselves in. A bandersnatch stalks their quarry before lashing out with speed and ferocity. Those who survive a bandersnatch attack will confirm that while the cats' fangs and claws are deadly, their eyes are their greatest weapon of all. A bandersnatch's eyes are constantly shifting in color, intensity, and design, causing those they gaze upon to fall into a confused panic.

Recall Knowledge - Beast (Arcana, Nature): DC 41
Unspecific Lore: DC 39
Specific Lore: DC 36

Elite | Normal | Weak
Proficiency without Level

BandersnatchCreature 17

Rare Gargantuan Beast Tane 
Source Monster Core pg. 36
Perception +30; darkvision, scent (precise) 120 feet
Skills Acrobatics +30, Athletics +33, Intimidation +32, Stealth +32, Survival +28
Str +9, Dex +6, Con +6, Int -4, Wis +6, Cha +6
Planar Acclimation The bandersnatch treats the plane it is on as its home plane.
AC 41; Fort +32, Ref +30, Will +27; +1 status to all saves vs. magic
HP 335 (fast healing 15); Immunities confused
Confusing Gaze (aura, emotion, mental, primal, visual) 20 feet. When a creature ends its turn in the aura, it must succeed at a DC 35 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.Reactive Strike [reaction] tail only.
Speed 50 feet, climb 20 feet
Melee [one-action] jaws +34 [+29/+24] (magical, reach 15 feet), Damage 3d12+19 piercingMelee [one-action] claw +34 [+30/+26] (agile, magical, reach 15 feet), Damage 3d8+19 slashingMelee [one-action] tail +34 [+29/+24] (fatal d8, magical, reach 20 feet), Damage 3d4+19 piercing plus painRanged [one-action] quill +30 [+25/+20] (range increment 100 feet), Damage 3d4+19 piercing plus PainFocus Gaze [one-action] (emotion, mental, primal, visual) The bandersnatch fixes its gaze at a creature it can see within 20 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 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.Pain A bandersnatch's quills create exceptionally painful wounds. The wounded creature must succeed at a DC 38 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 - Additional Lore Rare Hunters

While a bandersnatch can live for thousands of years, a female only becomes fertile once or twice a century. If they are able to find a mate, they will give birth to only one or two kittens per litter. The mother will only protect their young for a year, after which they are left to grow and hunt on their own. Bandersnatches have also been known to hunt their own kind if they roam too near. All of these factors lead to a very small population.