This six-limbed beast stalks forward with a fluid grace. Barbed quills run along its back, and its eyes glow with a blue light.
Lesser Bandersnatch CR 13
Speed 60 ft., climb 20 ft.
Melee bite +24 (2d6+7 plus grab), 2 claws +24 (1d8+7/19-20), tail slap +19 (2d6+10/x3 plus pain)
Ranged 4 quills +20 (1d8+7/19-20)
Space 20 ft.; Reach 15 ft. (20 ft. with tail slap)
Special Attacks bounding charge, brutal tail, gaze, lash out, pounce, rake (4 claws, +26, 1d8+7/19-20), rend (2 claws, 1d8+10)
Str 24, Dex 20, Con 19, Int 2, Wis 13, Cha 16
Base Atk +19; CMB +28 (+32 grapple); CMD 43 (51 vs. trip)
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Improved Critical (claws), Improved Critical (quills), Improved Initiative, Improved Iron Will, Iron Will, Skill Focus (Stealth), Tiring Critical
Skills Acrobatics +17 (+29 when jumping), Climb +15, Perception +26, Stealth +15 (+23 forests), Survival +2 (+22 tracking); Racial Modifiers +8 Acrobatics, +10 Perception, +4 Stealth (+12 forests), +20 Survival when tracking
SQ planar acclimation, relentless tracker
A lesser bandersnatch can move through difficult terrain when it charges.
The quills and barbs on a lesser bandersnatch’s tail cause triple damage on a critical hit from its tail slap. A lesser bandersnatch adds 1-1/2 times its strength bonus on attack rolls when using its tail slap.
Confused, range 30 feet, Fortitude DC 23 negates. A lesser 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.
As a swift action, a lesser bandersnatch can make a single attack with a bite, claw, or tail slap. A lesser bandersnatch cannot lash out on the same round it charges.
Whenever a creature takes damage from a lesser bandersnatch’s tail slap attack, quills, or quill defense, that creature must make a DC 24 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 1d8+4* points of damage to the victim. The save DC is Dexterity-based.
A lesser bandersnatch is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
Any creature that strikes a lesser bandersnatch with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d8+4* points of piercing damage from the lesser bandersnatch’s quills and suffers from the lesser bandersnatch’s pain attack.
With a snap of its tail, a lesser 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 lesser bandersnatch’s defensive abilities are unaffected.
Environment any forests
Bandersnatches are consummate hunters, and only the deadliest predators or the most cunning intelligent prey offer them sport. Once a bandersnatch has marked a creature for death, it runs it to ground without fear, rest, or remorse.
Bandersnatches rely on speed, shock, and terror to bring down prey. They pace their quarry from a distance, hidden among the trees, then break from cover, savage their target, and dart away again. They drag smaller creatures away to dispatch at leisure, while engaging larger ones in skirmishes until they gradually wear their prey down. An outmatched bandersnatch withdraws at full speed, stopping only to pick off pursuers that distance themselves from their allies. Once its wounds heal, the bandersnatch returns to the scene of its defeat, picks up the trail of its assailants, and eliminates them one by one.
In appearance, a bandersnatch resembles a tawny, six-legged great cat, but with wickedly barbed quills running the length of its body and down to the tip of its long, flexible tail. Its quills serve to deter attackers, but also act as a formidable weapon. With a single flick of its muscular tail, a bandersnatch can fling as many as a half-dozen quills at distant foes with surprising accuracy. A bandersnatch captivates any prey that meets the gaze of its saucerlike, luminous eyes. A bandersnatch measures 40 feet in length plus another 10 feet of tail and weighs 12,000 pounds. Despite their bulk, bandersnatches move with speed, grace, and even considerable stealth when required.
Bandersnatches were once native to the primal world of the fey, where they preyed on the greatest hunters of that ancient realm. As with other legendary creatures from this realm, such as the jabberwock, bandersnatches belong to a group of creatures known collectively as the “Tane.” Whether the fey were careless in guarding their portals or released the first bandersnatches into Material Plane deliberately cannot be said with certainty. Rare in the extreme on the Material Plane, bandersnatches lair within forgotten forests where ancient beasts walk the world. Bandersnatches mate only rarely. A female becomes fertile perhaps once or twice per century, leaving the male soon after mating and giving birth to only one or two kittens per litter. The mother brings meat to her ravenous young, which mature into lesser bandersnatches within a year. Bandersnatches live for a thousand years or longer.