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; Neutral/Neutral; animal, fey, mystical
Armor Class: 30 (+4 Dex, +2 Natural Armor, -4 Size, +18 Proficiency)
Hit Points: 294 (15d10+144)
Speed: 40 feet, Climb 20 feet
Initiative: +4 (Advantage)
| STR | DEX | CON | INT | WIS | CHA |
| 25 (+7) | 18 (+4) | 27 (+8) | 2 (-4) | 15 (+2) | 18 (+4) |
Saves:
- Reflex +22
- Fortitude +26
- Will +11
Skills:
- Acrobatics +22 (can move up to double speed without penalties, gains advantage on creatures it has wounded)
- Athletics +25
- Perception +20
- Stealth +22
- Survival +20
Immunities:
- Effects with the fear, poison tags
- Asleep, Paralyzed
Senses: Passive Perception: 30; Dark Vision 30 feet, Blindsense 5 feet; Scent
Languages: None
Aura (Quills, 5 feet). Within the 5 feet foot aura, a creature is stabbed with 1d3 of quills, taking 2d8 piercing damage plus Sick 1, which remains until all quills are removed. Removing a quill requires a Double Action DC 26 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 1d8 piercing damage.
Legendary Actions (2). A Bandersnatch can use two extra actions per round. This action can be spent at any point in the round directly after a creature’s turn ends and another begins.
Recovery. A Bandersnatch recovers with extreme speed. All the following conditions end at the beginning of its turn: Confused, Dazzles, Fatigued, Sick, and Stunned. A Bandersnatch can make additional saves at the end of each turn against effects that deal ability damage, if the effect allowed an original save.
Rend (Claw, 6d6 slashing). If the Bandersnatch uses its Claw Strike twice against the same target and at least one of them hits, the target takes an extra 6d6 slashing damage.
Actions
Bite. Melee Strike +25/+20/+15 (fatal d12, unarmed) with 6d8+7 bludgeoning damage and inflicts the Grabbed condition (DC 36).
Claw. Melee Strike +25/+20/+15 (reach 10 feet, unarmed) with 6d6+7 slashing damage.
Gaze (30 feet). As a Single Action, a Bandersnatch can use its gaze. For the full round afterwards, all creatures that are within or move within the listed range of the Bandersnatch without taking precautions against the gaze must make a DC 36 Fortitude. On a failure, the creature is Confused. This has the supernatural and visual tags.
Spray (30-foot burst within 300 feet). Ranged Attack DC 36 Reflex Save with 3d8+7 piercing damage.
Tail. Melee Strike +25/+20/+15 (unarmed) with 4d8+7 bludgeoning damage.
Equipment
- None