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Bandersnatch ~ CR 17

This six-limbed beast stalks forward with a fluid grace. Barbed quills run along its back, and its eyes glow with a blue light.

Environment: Any forests

Organization: 1


Proficiency Score: +18

Gargantuan; True Neutral; Animal, Fey, Mystical


Armor Class: 33 (+7 Dex, +2 Natural, -4 Size, +18 Proficiency Score)

Hit Points: 324 (18d10+144)

Speed: Land 60 feet, Climb 20 feet

Initiative: +7 (Advantage)


STRDEXCONINTWISCHA
30 (+10)25 (+7)27 (+8)2 (-4)15 (+2)18 (+4)

Saves: 

  • Fortitude +26
  • Reflex +25
  • Will +20

Skills: 

  • Acrobatics +25 (can move up to double speed without penalties, gains advantage on creatures it has wounded)
  • Athletics +28
  • Perception +20
  • Stealth +25
  • Survival +20

Immunities:

  • Effects with the fear, poison tags
  • Asleep, Paralyzed Conditions

Senses: Passive Perception: 30; Dark Vision 120 feet, Blindsense 120 feet; Scent

Languages: None


Legendary Actions (2). A Bandersnatch can use two extra actions per round. These actions can be spent at any point in the round directly after a creature’s turn ends and another begins.

Quills. A creature attacking a Bandersnatch with a melee weapon within 5 feet, a natural weapon, or a weapon with the unarmed tag, is stabbed with 1d3 of quills, taking 1d10 plus Sick 1, which remains until all quills are removed. Removing a quill requires a Double Action DC 24 Medicine check. For every 5 by which the DC is passed, an extra quill is removed. A failed check still removes the quill but deals 1d10+5.

Recovery. A Bandersnatch recovers with extreme speed. All the following conditions end at the beginning of its turn: Confused, Dazzled, Fatigued, Sick, and Stunned. A Bandersnatch can make additional saves at the end of each turn against effects that deal ability damage or have the psychic tag, if the effect allowed an original save.

Rend (Claw). If the Bandersnatch uses the listed Strike twice against the same target and at least one of them hits, the target takes damage as if hit one additional time. This does not apply any effects beyond hit point damage.

Actions

Bite. Melee Strike +28/+23/+18 (reach 15 feet, unarmed) with 4d8+10 piercing damage plus Grabbed Condition (DC 24)

Claw. Melee Strike +28/+23/+18 (reach 15 feet, sweep, unarmed) with 6d6+10 slashing damage.

Gaze (30-foot aura). As a Single Action, a Bandersnatch can use its gaze on a creature within range. If the creature has not taken precautions against the gaze, it must make a DC 24 Fortitude Save. On a failure, the creature is Confused. This has the supernatural and visual tags.

Spray (30-foot burst within 300 feet). Ranged Attack DC 24 Save with Quills.

Tail. Melee Strike +28/+23/+18 (reach 20 feet, unarmed) with 2d8+10 bludgeoning damage plus Quills.