BandersnatchCreature 17
Source Pathfinder Monster Core
Perception +30 (darkvision, scent (precise) 120 feet)
Languages none
Skills Acrobatics +30, Athletics +33, Intimidation +32, Stealth +32, Survival +28
Str +9, Dex +6, Con +6, Int -4, Wis +6, Cha +6
AC 41; Fort +32; Reflex +30; Will +27; +1 status to all saves vs. magic
HP 335 (fast healing 15)
Speed 50 feet (climb 20 feet)
Immunities confused
Jaws
+34 (+29, +24) to hit (magical, reach 15, unarmed) 3d12+19 PiercingClaws
+34 (+30, +26) to hit (agile, magical, reach 15) 3d8+19 SlashingTail
+34 (+29, +24) to hit (fatal d8, magical, reach 20) 3d4+19 PiercingQuill
+30 (+25, +20) to hit 3d4+19 PiercingPlanar Acclimation
The bandersnatch treats the plane it is on as its home plane.
+1 Status to All Saves vs. MagicFast Healing 15A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
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 RecoveryThe 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 to end one of these conditions of its choice; it can't use quick recovery on other conditions that lack values.
Reactive Strike (Tail Only)
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Focus Gaze
(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
The bandersnatch Strides, ignoring difficult terrain, then makes two claw Strikes at the end of its movement.
PainA 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 TrackerThe bandersnatch can Track while moving at its full speed.
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.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
TaneThe Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane.