Bandersnatch (5e Creature)

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Bandersnatch[edit]

Huge monstrosity, unaligned


Armor Class 15 (natural armor)
Hit Points 157 (15d12 + 60)
Speed 60 ft.


STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 18 (+4) 4 (-3) 14 (+2) 10 (+0)

Skills Perception +5, Stealth +6
Damage Resistances fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft.; passive Perception 15
Languages
Challenge 8 (3,900 XP)


Forest Camouflage. The bandersnatch has advantage on Dexterity (Stealth) checks made to hide in forests, woodlands, or other terrain of abundant foliage.

Frumious Fury. While it has 40 hit points or fewer, the bandersnatch has advantage on attack rolls. In addition, it deals an extra 10 (3d6) fire damage to any target it hits with a melee attack.

Keen Smell. The bandersnatch has advantage on Wisdom (Perception) checks that rely on smell.

Magic Weapons. The bandersnatch’s natural weapons are magical.

ACTIONS

Multiattack. The bandersnatch uses its Frightful Presence. It then makes two claw attacks and a bite attack.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 21 (3d10 + 5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until the grapple ends, the target is restrained, the bandersnatch can automatically hit the creature with its bite attack, and the bandersnatch can’t use its bite against another target.

Frightful Presence. Each creature of the bandersnatch’s choice that is within 30 feet of the bandersnatch and aware of it must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the bandersnatch’s Frightful Presence for 24 hours.

Frumious Discharge (Recharge 5-6). The bandersnatch magically vents steam in a 20-foot radius. Each creature in that area must make a DC 15 Constitution saving throw, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one. On a failed save, a creature is also blinded until the end of its next turn.


The bandersnatch is a ferocious woodland predator with a taste for humanoids. Travelers and merchants that wander too far from their caravans are often stalked and killed by these beasts.

Monstrous Hybrid. A bandersnatch is a chimerical fusion of the head and hindquarters of a lion, the neck of a snake, and the forequarters of a grizzly bear. It is as large as an elephant, yet its fur blends in with the surrounding foliage and its padded feet make little noise on the forest floor. Its victims are often blissfully unaware that a bandersnatch is following them until its fangs sink into their flesh.
A bandersnatch is swift as well as stealthy. Though it prefers to ambush prey, few creatures can outrun it when it starts to chase them, and those that can’t maintain enough distance will be bitten and dragged within reach of the bandersnatch’s claws.

Fuming Rage. Claws and fangs aren’t a bandersnatch’s only weapons. It can burn its opponents by venting scalding steam from special pores all over its body. It emits more steam the more injured it gets, until its body is surrounded by a constant heat haze.



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