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Primal Bandersnatch

Creature 19 (rare) — beast, tane

Pre-Remaster content. May include legacy alignment.

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.

Source: kingmaker-bestiary (Pre-Remaster)

Perception +33
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 Ref +33 Will +31
HP 395
Immunities confused
Weaknesses cold-iron 15
Speed 50 feet, climb 20 feet

Offense

Melee Jaws +37, Damage 4d12+18 piercing
Melee Claws +37, Damage 4d8+18 slashing
Melee Tail +37, Damage 4d4+18 piercing
Ranged Quill +33, Damage 4d4+18 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
Attack of Opportunity (Tail Only) — Tail Only. Attack Of Opportunity
Confusing Gaze (aura, emotion, 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.
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.
Focus Gaze (emotion, 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 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.
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.
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.
Relentless Tracker — The bandersnatch can Track while moving at its full speed.

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