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Bandersnatch, Magicbane

This six-limbed beast stalks forward with a fluid grace. Barbed quills run along its back, and its eyes glow with a blue light.

Magicbane Bandersnatch CR 20

XP 307,200
N Gargantuan magical beast
Init +11; Senses blindsense 120 ft., darkvision 120 ft., low-light vision, scent; Perception +26
Aura antimagic field (20 ft.)


AC 33, touch 13, flat-footed 26 (+7 Dex, +20 natural, -4 size)
hp 310 (23d10+184); fast healing 10
Fort +21, Ref +20, Will +11
Defensive Abilities quill defense; Immune fear, paralysis, poison, sleep


Speed 60 ft., climb 20 ft.
Melee bite +32 (2d8+13 plus grab), 2 claws +32 (2d6+13/19-20), tail slap +27 (2d8+19/x3 plus pain)
Ranged 4 quills +26 (1d10+13/19-20)
Space 20 ft.; Reach 15 ft. (20 ft. with tail slap)
Special Attacks bounding charge, brutal tail, lash out, pounce, rake (4 claws, +32, 2d6+13/19-20), rend (2 claws, 2d6+19)


Str 36, Dex 25, Con 27, Int 2, Wis 15, Cha 18
Base Atk +23; CMB +40 (+44 grapple); CMD 57 (65 vs. trip)
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Critical Mastery, Exhausting Critical, Improved Critical (claws), Improved Critical (quills), Improved Initiative, Improved Iron Will, Iron Will, Skill Focus (Stealth), Tiring Critical
Skills Acrobatics +19 (+31 when jumping), Climb +21, Perception +26, Stealth +18 (+26 forests), Survival +3 (+23 tracking); Racial Modifiers +8 Acrobatics, +10 Perception, +4 Stealth (+12 forests), +20 Survival when tracking
SQ planar acclimation, relentless tracker


Aura (Sp)

Magicbane bandersnatches radiate an antimagic aura in a 20-foot radius. Should the aura be brought down, it returns automatically as a free action on the bandersnatch's next turn.

Bounding Charge (Ex)

A magicbane bandersnatch can move through difficult terrain when it charges.

Brutal Tail (Ex)

The quills and barbs on a magicbane bandersnatch's tail cause triple damage on a critical hit from its tail slap. A magicbane bandersnatch adds 1-1/2 times its strength bonus on attack rolls when using its tail slap.

Lash Out (Ex)

As a swift action, a magicbane bandersnatch can make a single attack with a bite, claw, or tail slap. A magicbane bandersnatch cannot lash out on the same round it charges.

Pain (Ex)

Whenever a creature takes damage from a magicbane bandersnatch's tail slap attack, quills, or quill defense, that creature must make a DC 28 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 1d10+6 points of damage to the victim. The save DC is Dexterity-based.

Planar Acclimation (Ex)

A magicbane bandersnatch is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.

Quill Defense (Ex)

Any creature that strikes a magicbane bandersnatch with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d10* points of piercing damage from the bandersnatch's quills and suffers from the bandersnatch's pain attack.

Quills (Ex)

With a snap of its tail, a magicbane 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 bandersnatch's defensive abilities are unaffected.

Relentless Tracker (Ex)

A magicbane bandersnatch can move at up to double its speed and still track without penalty. It gains a +10 competence bonus on Survival checks made to track creatures it has wounded.

*Editor's Note
It is suggested that the damage for quill defense be changed to 1d10 plus 1/2 strength modifier for all bandersnatches, which is 1d10+6 for the magicbane bandersnatch. 
Base Creature