Actions/Abilities/Traits: (OSR)
Special
|Brutal Tail|Gaze
The quills and barbs on a bandersnatch's tail cause triple damage on a critical hit from its tail slap.
Special
|Brutal Tail|Gaze
Pain Whenever a creature takes damage from a bandersnatch's tail slap attack, quills, or quill defense, that creature must make a Breath save or a quill lodges in its flesh, causing the creature to become sickened until the quill is removed. Removing one quill requires magical healing or a full-round action of medical care.
Special
|Brutal Tail|Gaze
Quick Recovery A debilitated bandersnatch recovers with frightening speed. If a bandersnatch starts its turn affected by any or all of the following conditions, these conditions end at the end of its turn: confused, dazed, dazzled, exhausted, fatigued, nauseated, sickened, and stunned. Furthermore, a bandersnatch affected by ability damage or a mind-affecting effect that allows a save receives a single additional save against the effect of its choice at the end of its turn in order to shake off the effect.
Special
|Brutal Tail|Gaze
Quill Defense Any creature that strikes a bandersnatch with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d10 points of piercing damage from the bandersnatch's quills and suffers from the bandersnatch's pain attack.
Special
|Brutal Tail|Gaze
Quills With a snap of its tail, a bandersnatch can loose a volley of four quills as a standard action (make an attack roll for each spike).
Special
|Brutal Tail|Gaze
This attack has a range of 300 feet with no range increment. All targets must be within 30 feet of each other. Launched quills regrow in a single round, during which the bandersnatch's defensive abilities are unaffected.
Special
|Brutal Tail|Gaze
Inflicts Confused, range 30 feet, Paralysis save negates. A bandersnatch can direct its gaze attack against a single foe as a swift action. This is a mind-affecting compulsion effect.
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Bleeding Critical
Action
Feat 10
Iron Will
Action
Feat 11
Skill Focus (Stealth)
Action
Feat 12
Tiring Critical
Action
Feat 2
Combat Reflexes
Action
Feat 3
Critical Focus
Action
Feat 4
Critical Mastery
Action
Feat 5
Exhausting Critical
Action
Feat 6
Improved Critical (claws)
Action
Feat 7
Improved Critical (quills)
Action
Feat 8
Improved Initiative
Action
Feat 9
Improved Iron Will
Action
Melee 1
bite +32 (2d8+13 plus grab)
Action
Melee 2
2 claws +32 (2d6+13/19-20)
Action
Melee 3
tail slap +27 (2d8+19/×3 plus pain)
Action
Ranged 1
4 quills +26 (1d10+13/19-20) plus pain
Special
Bounding Charge (Ex)
A bandersnatch can move through difficult terrain when it charges.
Special
Brutal Tail (Ex)
The quills and barbs on a bandersnatch's tail cause triple damage on a critical hit from its tail slap. A bandersnatch adds 1-1/2 times its strength bonus on attack rolls when using its tail slap.
Special
Gaze (Su)
Confused for 1 round, range 30 feet, Fortitude DC 29 negates. A bandersnatch can direct its gaze attack against a single foe as a swift action. This is a mind-affecting compulsion effect. The save DC is Constitution-based.
Special
Lash Out (Ex)
As a swift action, a bandersnatch can make a single attack with a bite, claw, or tail slap. A bandersnatch cannot lash out on the same round it charges.
Special
Pain (Ex)
Whenever a creature takes damage from a bandersnatch's tail slap attack, quills, or quill defense, that creature must make a DC 28 Reflex save or a quill lodges in its flesh, causing the creature to become sickened until the quill is removed. Removing one quill requires a DC 20 Heal check made as a full-round action. For every 5 by which the check exceeds the DC, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d10+6 points of damage to the victim. The save DC is Dexterity-based.
Special
Planar Acclimation (Ex)
A bandersnatch is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
Special
Quick Recovery (Su)
A debilitated bandersnatch recovers with frightening speed. If a bandersnatch starts its turn affected by any or all of the following conditions, these conditions end at the end of its turn: confused, dazed, dazzled, exhausted, fatigued, nauseated, sickened, and stunned. Furthermore, a bandersnatch affected by ability damage, ability drain, or a mind-affecting effect that allows a save receives a single additional save against the effect of its choice at the original DC at the end of its turn in order to shake off the effect.
Special
Quill Defense (Ex)
Any creature that strikes a bandersnatch with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d10 points of piercing damage from the bandersnatch's quills and suffers from the bandersnatch's pain attack.
Special
Quills (Ex)
With a snap of its tail, a bandersnatch can loose a volley of four quills as a standard action (make an attack roll for each spike). This attack has a range of 300 feet with no range increment. All targets must be within 30 feet of each other. Launched quills regrow in a single round, during which the bandersnatch's defensive abilities are unaffected.
Special
Relentless Tracker (Ex)
A bandersnatch can move at up to double its speed and still track without penalty. It gains a +10 competence bonus on Survival checks made to track creatures it has wounded.