Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core.
The Bandersnatch is a Level 17 creature, with Armor Class 41 and 335 hit points. This gargantuan beast is a relentless hunter capable of tracking prey across any terrain at full speed.
Hit Points: 335 (fast healing 15) Saving Throws: +1 status to all saves vs. magic Planar Acclimation. The bandersnatch treats the plane it is on as its home plane. +1 Status to All Saves vs. Magic Fast Healing 15. A monster with this ability regains the given number of Hit Points each round at the beginning of its turn. 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 check 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) (reaction). Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike. Focus Gaze (1 action) (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 (2 actions). 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.
335 hit points.
Level 17.
AC 41.
Speed 50 ft., climb 20 ft.
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