Primal BandersnatchCreature 19
Source Pathfinder Kingmaker
Perception +33 (darkvision, scent (precise) 120 feet)
Languages none
Skills Acrobatics +33, Athletics +37, Intimidation +36, Stealth +36, Survival +31
Str +10, Dex +6, Con +6, Int -4, Wis +6, Cha +6
AC 44; Fort +35; Reflex +33; Will +31; +1 status to all saves vs. magic
HP 395 (fast healing 15)
Speed 50 feet (climb 20 feet)
Immunities confused
Weaknesses Coldiron 15
Jaws +37 (+32, +27) to hit (magical, reach 15) 4d12+18 Piercing
Claws +37 (+33, +29) to hit (agile, magical, reach 20) 4d8+18 Slashing
Tail +37 (+32, +27) to hit (deadly d12, magical, reach 20) 4d4+18 Chaotic
Quill +33 (+28, +23) to hit (range increment 100) 4d4+18 Chaotic
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Scent (Precise) 120 feetScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
Planar AcclimationThe 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.
Attack of OpportunityTail 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.
Confusing Gaze (aura, emotion, enchantment, mental, primal)30-foot emanation Aura
When a creature ends its turn in the aura, it must succeed at a DC 38 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.
Focus Gaze (emotion, enchantment, mental, primal)The bandersnatch fixes its gaze at a creature it can see within 30 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 gaze until the start of the bandersnatch's next turn.
Frumious ChargeThe bandersnatch Strides, ignoring difficult terrain, then makes two claw Strikes at the end of its movement.
Lash OutAt the start of its turn, the bandersnatch gains an additional reaction that can be used only to attempt an Attack of Opportunity.
PainA bandersnatch's quills create exceptionally painful wounds. The wounded creature must succeed at a DC 41 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 consummate hunters, and only the deadliest predators or the most cunning intelligent prey offer them sport. A bandersnatch resembles a tawny, six-legged, earless great cat, but with wickedly barbed quills running the length of its body and down to the tip of its long, flexible tail. It measures 40 feet in length plus another 10 feet of tail and weighs 12,000 pounds. Primal bandersnatches are among the most powerful of their kind, due to their ties to the First World.
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.