Games: CV, DA
Large Aberration (T-Virus Carrier)
Hit Dice: 6d8+12 (39HP)
Initiative: +2
Speed: 20’ (4 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural); touch 11; flat-footed 13
Base Attack/Grapple: +6/+17
Attack: Tentacle +12 melee (1d8+7, 20/×3 critical)
Full Attack: Tentacle +12 melee (1d8+7, 20/×3 critical)
Space/Reach: 10’/10’
Special Attacks: Tentacle, Long Reach, Constrict
Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 5/concussion, Immunities, Frightful Presence
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 25 (+7), Dex 15 (+2), Con 15 (+2), Int 4 (-3), Wis 10 (+0), Cha 4 (-3)
Skills: Balance +4, Jump +14, Listen +2, Move Silently +4, Spot +2, Survival +2
Feats: Awesome Blow, Improved Bull Rush, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 5
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
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Tentacle (Ex): unlike most creatures’ Tentacle attacks, a Bandersnatch’s Tentacles can deal either piercing or bludgeoning, as chosen by a Bandersnatch prior to each attack
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Improved Grab (Ex): to use this ability, a Bandersnatch must hit with a Tentacle attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Constrict
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Long Reach (Ex): a Bandersnatch can lash out with its Tentacle attack once every 1d4-1 rounds (minimum 1), hitting opponents up to 15’ away (NOTE: it may also hit opponents that are only 5’ or 10’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Tentacle attack
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Constrict (Ex): on a successful grapple check, a Bandersnatch deals 2d8+14 points of damage (20/×3 critical)
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Frightful Presence (Ex): a Bandersnatch can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of a Bandersnatch; the save DC is Constitution-based