Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Attack of Opportunity [Reaction]
Tail only.
Ability
Confusing Gaze
(aura, emotion, enchantment, mental, primal) 30 feet. When a creature ends its turn in the aura, it must succeed at a DC 38 Will save or become confused for 1 round.
Ability
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.
Ability
Frumious Charge
The bandersnatch Strides, ignoring difficult terrain, then makes two claw Strikes at the end of its movement.
Ability
Lash Out
At the start of its turn, the bandersnatch gains an additional reaction that can be used only to attempt an Attack of Opportunity.
Ability
Pain
A 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.
Ability
Planar Acclimation
The bandersnatch treats the plane it is on as its home plane.
Ability
Quick Recovery
The 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 check to end one of these conditions of its choice; it can't use quick recovery on other conditions that lack values.
Ability
Relentless Tracker
The bandersnatch can Track while moving at its full speed.
Offense
Melee
Circumstance: combat round (melee)
jaws +37 [+32/+27] (magical, reach 15 feet), Damage 4d12+18 piercing
Offense
Ranged
Circumstance: combat round (ranged)
quill +33 [+28/+23] (range increment 100 feet), Damage 4d4+18 piercing plus pain
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Tane
The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane.
Immunity
confused
Perception
darkvision
scent (precise) 120 feet