Bandersnatch by Sonixverse Labs

by Sonixerse

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Bandersnatch

The bandersnatch is arguably the dominant predator of the Feywild only rivaled by the Jabberwock. In fact, these two creatures have a violent hatred between one another and are well-known for engaging in legendary battles to the death upon encountering one another. The bandersnatch resembles a lithe six-legged wolverine-like creature covered with bristling spines similar to that of a porcupine. However, the most unnerving thing about these creatures are their immense size, dwarfing some dragons on the Material Plane. Despite their colossal size, there are unnaturally stealthily, easily blending into the alien forests of the Feywild.

Furious Temper

They are also known as for their furious temper that grants them supernatural speed to react to any threat. Additionally, its fury grants it supernatural endurance that’s to its natural healing factors that allows it to shrug off harmful effects in mere seconds.

Poisonous Barbs

However, its best defense is its quilled hide that it can use to throw sickening quills at its opponent. In addition to these quills, its hide has the innate property to reflect certain spells sending it back at the caster. However, the greatest weapon of the bandersnatch is its eyes. Its large luminous eyes can cause its prey to seize up and unable to move allowing the bandersnatch to swiftly move in for the kill.

Bandersnatch Tactics

If being such a powerful predator in its own right made it dangerous creature; bandersnatches are notorious pack hunters typically in packs of 5(2d4). Packs of bandersnatch are nearly unstoppable challenging any prey that they see fit. Once they chose their quarry, the bandersnatch will not give up the hunt unless it is killed or its prey is captured. Because of its hunting prowess, bandersnatches are often idolized by members of the Wild Hunt which tame packs of bandersnatch for their Hunt Lords to ride into battle.



Bandersnatch

Gargantuan Fey, Unaligned


  • Armor Class 21(Natural Armor)
  • Hit Points 242(20d20+120)
  • Speed 60ft.

STR DEX CON INT WIS CHA
26 (+8) 20 (+5) 22 (+6) 2 (-4) 20 (+5) 18 (+4)

  • Skills Acrobatics +8, Stealth +8, Perception +11
  • Damage Resistances non-magical bludgeoning, piercing, and slashing damage, Poison
  • Condition Immunities Poisoned
  • Senses darkvision 60ft., passive perception 21
  • Languages Can understand Sylvan but cannot speak it
  • Proficiency Bonus +6
  • Challenge 21 (33000 XP)

Deadly Quills Creatures that hit the bandersnatch with a melee weapon attack takes 13(2d12) piercing damage and must succeed a DC 20 Constitution save or become poisoned until the end of its next turn.

Keen Senses The bandersnatch has advantage on Wisdom(Perception) checks against a creature it has seen as long as they are on the same plane of existence.

Pack Tactics The bandersnatch has advantage on attack rolls against a creature if at least one of the bandersnatch's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Pounce If the bandersnatch moves at least 30 ft. straight toward a creature and then hits it with a bite Attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, the bandersnatch can make one bite Attack against it as a bonus action.

Rapid Recovery At the start of its turns, the bandersnatch regains 30 hitpoints and can end any status effect of its choice affecting it. If the bandersnatch takes damage from silvered weapons, it cannot benefit from this feature until the end of its next turn.

Reactive The bandersnatch can take a reaction at the end of each of its turns

Relentless Upon dropping to 0 hitpoints, the bandersnatch can make a DC 10 Constitution saving throw to regain 1 hitpoint on a successful save. This DC increases by 5 for each success until it takes a short or long rest.

Savage Frenzy When the bandersnatch below half its hitpoint maximum, the bandersnatch can make two additional claw attacks when it takes the Attack action.

Spell Turning The bandersnatch has advantage on magical saving throws against any spell that targets only the bandersnatch. If its saving throw succeeds, the spell has no effect and instead targets the caster instead.

Actions

Multiattack The bandersnatch can use its Paralyzing gaze and can make four attacks: one with its bite, two with its claws, and one with its tail. It can substitute a tail attack for a quill attack.

Bite Melee Weapon Attack: +14 to hit, reach 5ft., one target, Hit 26(4d8+8) piercing damage.

Claw Melee Weapon Attack: +14 to hit, reach 10ft., one target, Hit 19(3d6+8) slashing damage.

Tail Melee Weapon Attack: +14 to hit, reach 15ft., one target, Hit 21(2d12+8) piercing damage. Creatures hit by this attack must succeed a DC 20 saving throw or become poisoned until the end of its next turn on a failed saving throw.

Quill Needle Ranged Weapon Attack: +14 to hit, reach 15ft., one target, Hit 21(2d12+8) piercing damage. Creatures hit by this attack are impaled with this spike. While impaled, creatures take 21(6d6) poison damage at the start of each of its turns. While impaled, the creature counts as poisoned for the duration. A creature can its action to remove the needle from its body with a successful DC 20 Strength check.

Paralyzing Gaze The bandersnatch can target one creature it can see within 120ft. of it. If the target can see the bandersnatch, it must succeed a DC 20 Wisdom saving throw or become paralyzed for 1 minute. Creatures can repeat its saving throw at the end of each of its turns. On a successful save, the effect ends and the creature is immune to being paralyzed in this manner for the next 24 hours.

Reactions

Savage Backlash When hit with a melee weapon attack, it can use its reaction to make a tail attack against that creature.

 

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