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Bandersnatch

Creature 17 (rare) — beast, tane

Bandersnatches are great six-legged cats with wicked quills running down the length of their bodies down to the tips of their mighty tails. As with other legendary creatures from the First World, such as the jabberwock, bandersnatches belong to the infamous group of creatures known collectively as the "Tane." These terrifying hunters take great delight in taking down other deadly or intelligent predators by perfectly adapting to any environment they find themselves in. A bandersnatch stalks thei

Source: pathfinder-monster-core

Perception +30
Skills acrobatics +30, athletics +33, intimidation +32, stealth +32, survival +28
Str
+9
Dex
+6
Con
+6
Int
-4
Wis
+6
Cha
+6
AC 41 Fort +32 Ref +30 Will +27
HP 335
Immunities confused
Speed 50 feet, climb 20 feet

Offense

Melee Jaws +34, Damage 3d12+19 piercing
Melee Claws +34, Damage 3d8+19 slashing
Melee Tail +34, Damage 3d4+19 piercing
Ranged Quill +30, Damage 3d4+19 piercing

Abilities

Planar Acclimation — The bandersnatch treats the plane it is on as its home plane.
+1 Status to All Saves vs. Magic
Fast Healing 15 — Fast Healing
Confusing Gaze (aura, emotion, mental, primal, visual) — 20 feet. When a creature ends its turn in the aura, it must succeed at a DC 35 Will save or become Confused for 1 round.
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 to end one of these conditions of its choice; it can't use quick recovery on other conditions that lack values.
Reactive Strike (Tail Only) — Reactive Strike
Focus Gaze (emotion, mental, primal, visual) — The bandersnatch fixes its gaze at a creature it can see within 20 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 until the start of the bandersnatch's next turn.
Frumious Charge — The bandersnatch Strides, ignoring difficult terrain, then makes two claw Strikes at the end of its movement.
Pain — A bandersnatch's quills create exceptionally painful wounds. The wounded creature must succeed at a DC 38 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 Tracker — The bandersnatch can Track while moving at its full speed.

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