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BandersnatchA bizarre creature that seems to be on the borderline between living and dead, these creatures strike terror at night. Though they clearly have an intact body compared to other undead such as skeletons, it is speculated that these dog-like animals are conjured up from black magic. In appearance they all share a black dirty hide on an emaciated frame.

Bandersnatch (CR 8)

XP 4,800
NE Large Magical Beast
Init +1; Senses Darkvision 60 ft., low-light vision; Perception +9

DEFENSE

AC 14, touch 10; flat-footed 13 (+1 dex, +4 natural, -1 size)
hp 95 (10d10+40)
Fort +13, Ref +12, Will +8

OFFENSE

Speed 30 ft.
Melee Bite +14 (2d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks Aqualung, Eerie Howl

STATISTICS

Str 19, Dex 13, Con 16, Int 3, Wis 10, Cha 10
Base Atk +10; CMB +15; CMD 26
Feats Alertness, Improved Natural Attack (Bite), Toughness, Weapon Focus (Bite)
Skills Acrobatics +10, Perception +9, Survival +6

SPECIAL ABILITIES

Aqualung (Su)

3/day, a bandersnatch can emit a 30-ft.-cone of watery breath. Creatures within the area of effect take 8d6 points of water damage and are inflicted with Silence status (Fort save DC 18 to reduce damage by half and negate the Silence status effect) for 1d6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23). The save DC is constitution-based.

Eerie Howl (Su)

3/day, a bandersnatch can emit a loud, piercing howl within a 10-ft.-radius. Creatures within the area of effect are inflicted with Disable status (Fortitude save DC 18 to negate) for 1d4 rounds. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25).