Bandersnatch HD:d10
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Bandersnatch Body, Mad All Over, Unnatural Durability |
2 | +2 | + 3 | +0 | +3 | Hunter Relentless, Out Of My Way, +1 Str |
3 | +3 | + 3 | +1 | +3 | Distance Wont Save You, Bounding Charge, +1 Con |
4 | +4 | + 4 | +1 | +4 | Porcupine From Hell, Speed of Hate, +1 Str |
5 | +5 | + 4 | +1 | +4 | Don't Go Behind It, Unnatural Durability, +1 Con |
6 | +6 | + 5 | +2 | +5 | Growth, Two Claw Kill, +1 Str |
7 | +7 | + 5 | +2 | +5 | Hunter Immaculate, Its Eyes Are Mad, +1 Con |
8 | +8 | + 6 | +2 | +6 | Unnatural Durability, Brutal Tail, +1 Str |
9 | +9 | + 6 | +3 | +6 | Crazed Resilience, Growth, +1 Con |
10 | +10 | +7 | +3 | +7 | They Come In Different Sorts, +1 Str |
11 | +11 | +7 | +3 | +7 | Pouncing Charge, Unnatural Durability, +1 Con |
12 | +12 | +8 | +4 | +8 | Six Claws Are Better Than Two, Insane Resilience, +1 Str |
13 | +13 | +8 | +4 | +8 | Hunter Extraordinaire, Fluffy Death, +1 Con |
14 | +14 | +9 | +4 | +9 | They Each Know How To Kill, +1 Str |
15 | +15 | +9 | +5 | +9 | Barbed Quills, Growth, +1 Con |
16 | +16 | +10 | +5 | +10 | Speed of Death, Banderblitz, +1 Str |
17 | +17 | +10 | +5 | +10 | Hunter Supreme, We're All Mad Here, +1 Con |
Skills:4+int modifier per level, quadruple at 1st level, class skills are Intimidate(Cha), Jump(Str), Knowledge(The Planes)(Int), Listen (Wis), Sense Motive(Wis), Spot (Wis) Swim(Str), and Survival (Wis)
Proficiencies: Natural Weapons.
Features:Bandersnatch Body: At first level, a Bandersnatch loses all racial traits, bonuses and abilities and gains Magical Beast traits(effectively Darkvision 60 ft.). Bandersnatches are medium Magical Beasts with a base speed of 40 feet, a climb speed of 10 feet, a bite attack that deals 1d6+str modifier and two claw attacks that deal 1d4+1/2 str modifier. In addition, it gains a natural armor bonus equal to its Con bonus, and it gets an additional +1 natural armor each time it goes up in size.
Mad All Over: Equally at home wherever it goes, you never know where a Bandersnatch might pop up. It is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype. In addition, it gains Track as a bonus feat. Due to its connection to the fae, it also gains a +4 bonus on will saves against enchantment effects.
Unnatural Durability: At 1st level, the Bandersnatch can shrug off conditions with a bizarre hardiness. It becomes immune to Sleep effects, and if reduced to negative HP, it can still perform a single move equivalent or standard action each round. It still loses HP if it doesn't stabilize, and it dies at -10 HP. At each additional level that the Bandersnatch gains Unnatural Durability, it can choose one of the following conditions to be immune to: Paralysis, Poison, or Fear; and the number of negative HP at which it dies increases by 5(-15, -20, etc.).
Hunter Relentless: You can run, you can hide, but it will find you. At 2nd level, a Bandersnatch can move at up to double its speed and still track without penalty. It gains a competence bonus on Survival checks made to track creatures it has wounded equal to 2xHD, and gains the scent special ability.
Out Of My Way: A Bandersnatch goes where it wants, knocking over its enemies like ninepins if they get in its way. It can attempt to overrun any number of enemies it moves over as a free action, and it does not provoke attacks of opportunity on overrun attempts.
Ability Increase: A Bandersnatch gains +1 Str at levels 2, 4, 6, 8, 9, 10, 12, 14, and 16, and +1 Con at levels 3, 5, 7, 9, 11, 12, 13, 15, and 17, for a total of +9 Str and +9 Con at 17th level.
Distance Wont Save You: At 3rd level, the Bandersnatch is able to loose a volley of quills by snapping its tail. It gains two quills as a ranged natural attack, and gains additional quills at 11th and 16th level. It can throw all of them as a full round action, or a single quill as a standard action. The quills have a maximum range of 300 ft. with no range increment, and deal 1d6+str modifier damage.
Bounding Charge: The Bandersnatch leaps around the battlefield, taking foes by surprise with its swiftness. It can move through difficult terrain at full speed when charging, and it does not need to charge in a straight line.
Porcupine From Hell: At 4th level, razor sharp quills grow from the Bandersnatch's back. Any creature that strikes a Bandersnatch with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d6 points of piercing damage as the spines pierce them. This increases by one die type every time the Bandersnatch grows in size. Furthermore, the sensitive nature of the quills grants it blindsense with a range of 30 ft.
Speed of Hate: The Bandersnatch is harder, faster, better, stronger. It can move at three times its speed when charging, instead of double.
Don't Go Behind It: At 5th level, the Bandersnatch gains an unusually strong secondary tail slap attack that deals 1d6+str modifier damage.
Growth: The Bandersnatch grows one size catagory.
Two Claw Kill: As it begins to grow larger, a Bandersnatch will often just pull its foes apart. At 6th level, if it hits with both claw attacks, it rends the victim, dealing extra damage equal to its base claw damage plus 1,5 its Str modifier.
Hunter Immaculate: At 7th level, the Bandersnatch hones its hunting abilities to a razorlike keenness. The range of its blindsense increases to 60 ft., its darkvision range increases to 120 ft., its base land speed increases to 60 ft and its climb speed increases to 20 ft. Furthermore, its unique hunting prowess makes it easier to slip past other predators. It is undetectable by the scent special ability, and the range of blindsight, tremorsense, blindsense, etc. are halved in relation to the Bandersnatch.
Its Eyes Are Mad: In the eyes of a Bandersnatch, one can glimpse strange images of the insane savannahs they call home, something not easily forgotten. A number of times per day equal to its HD+Con mod and no more than 1/round, the Bandersnatch can glance at a creature within 30 feet as a swift action. They must both be able to see each other. The target must then must make a Will save with DC 10+1/2 HD+Con modifier or be confused for 1 round per HD. This is a mind-affecting effect.
If it uses this as a move action, he can extend the range to 60 feet.
If it uses this as a standard action, he can extend the range to 120 feet.
If it uses this as a Fullround action, he can extend the range to 240 feet.
If it has 12 or more HD, the gaze affects even those normal immune to mind-affecting effects, although they gain a +5 bonus on their saves.
Brutal Tail: At 8th level, the Bandersnatch's tail becomes its main weapon of destruction. It now adds 1,5 its strength modifier to damage with its tail, and its critical becomes 19-20/x3. Any creature hit by its tail also take damage as if they had hit it in melee, as per the Porcupine From Hell ability. In addition, its reach increases by 5 ft. when using its tail slap attack.
Crazed Resilience: A debilitated Bandersnatch recovers with frightening speed. If a Bandersnatch of at least 9th level starts its turn affected by any or all of the following conditions, these conditions end at the end of its turn: confused, dazzled, fatigued, and sickened. Furthermore, a Bandersnatch affected by ability damage, ability drain, or a mind-affecting effect that allows a save receives a single additional save against the effect of its choice at the original DC at the end of its turn in order to shake off the effect.
They Come in Different Sorts: As the Bandersnatch evolves, it begins to show unique powers that vary between 'snatches. At 10th level, it chooses one of the abilities below.
Frumious: A Bandersnatch which is Frumious is rage incarnate, using its hatred to better destroy its enemies. If it misses with its bite attack or falls below half its HP, it succumbs to such uncontrollable fury that it bursts into flames. These flames last for 5 rounds, during which its natural attacks deal an additional 1d6 fire damage. After fruming, a Bandersnatch cannot do so again for 5 rounds. It also gains fire resistance equal to 2x its HD at all times.
Confounding: A Bandersnatch which is Confounding is madness incarnate, twisting the minds of its foes with brutal intent. Anyone hit by its bite attack must make a will save(DC 10+1/2 HD+Con modifier) or be Confused for 1 round/HD. This is a mind affecting effect. In addition, the save DC for Its Eyes Are Mad increases by 2.
Magicbane: A Bandersnatch which is Magicbane is a spellcaster's worst nightmare. Anyone it hits with its bite must make a will save(DC10+1/2 HD+Con modifier) or be unable to cast any spells, use any supernatural or spell like abilities, or activate any magic items, for 1 round.
Primordial: A Bandersnatch which is Primordial is deeply connected to the fae world it originated from, causing some of that madness to leak through. They are considered to be Outsiders or Magical Beasts at any given time, whichever would be more beneficial to the 'snatch. In addition, they gain DR/Cold Iron equal to half their HD, and their natural attacks are considered both silver and cold iron for the purposes of piercing damage reduction.
Pouncing Charge: A Bandersnatch is like a whirlwind of claws in combat, shredding all before it. It can make a full attack at the end of a charge, and it can now move at 4 times its speed when charging, instead of double.
Six Claws Are Better Than Two: At 12th level, if a Bandersnatch gets a grip on you, you're just plain dead. It gain 4
rake attacks that each deal 1d8+1/2 Str modifier damage.
Insane Resilience: There is nothing tougher than a Bandersnatch. It adds the following conditions to its Crazed resilience ability: Dazed, Exhausted, Nauseated, and Stunned. In addition, it gains fast healing equal to half its HD.
Hunter Extraordinaire: Nothing escapes a 'snatch. Nothing. It can track incorporeal creatures without penalty by sensing the subtle changes they leave in the planer fabric, and it benefits from a permanent True Seeing effect. Even if this is somehow dispelled, it can raise it as a free action on its next turn. As an apex predator, lesser hunters are beneath its notice, and it can never be hunted by normal means. Nothing can track a Bandersnatch except another Bandersnatch, and it the range of blindsense, blindsight and tremorsense are reduced to 5 ft. in relation to the Bandersnatch.
Fluffy Death: At 13th level, by raising its spiny hackles, the Bandersnatch can cut and shred anyone who comes near it. As a free action, it can activate this ability, which deals Porcupine From Hell damage to anyone within 5 ft. of it every round. The quills are also distracting and get in the way, providing a -4 penalty to the attacks and AC of anyone in range. It can lower this as a free action as well, to allow allies to come near, but it cannot raise and lower its spines in the same turn.
At 16th level, it affects everyone within 10 ft.
They Each Know How To Kill: At 14th level, the Bandersnatch continues its strange evolution. Its ability from They Come In Different Sorts improves as detailed below.
Frumious: When in a fury, the Bandersnatch acts as if under the effects of a Haste spell. In addition, the damage from its fire improves to 1d8.
Confounding: The repeated attack of the Bandersnatch wear down the minds of its opponents. Every time it hits an enemy with a melee attack, that foe gets a -2 penalty to their saving throws against any confusion effect until the end of the turn; this stacks. In addition, it can now use Its Eyes Are Mad any number of times per day, not limited by its HD.
Magicbane: All of the Bandersnatch's natural attacks deal an additional 1d6 against spellcasters or creatures with supernatural or spell like abilities. In addition, the save for its Magicbane bite increases by 2.
Primordial: The damage dice for the Bandersnatch's natural weapons increases by one size. In addition, its DR becomes DR/Lawful and Cold Iron.
Barbed Quills: Those struck by a Bandersnatch's quills are filled with a burning agony, as the quills break off in their wounds. Anyone taking damage from the 'snatch's tail slap or thrown quills, or from Porcupine From Hell/Fluffy Death, must make a Reflex save(DC10+1/2 HD+Con modifier) or a quill lodges in their flesh, causing the creature to become sickened and take damage equal to the base quill damage each round 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 double the quill's base damage to the victim.
Speed of Death: The Bandersnatch is faster than lightning, and twice as deadly. As a swift action, it can make a single attack with a bite, claw, or tail slap; or take a single move action. It cannot do this on a turn when it charges.
Banderblitz: Zooming around at breakneck speeds, the Bandersnatch leaves only the corpses of its foes to mark its passing. When charging, it can split up its movement and attacks in any order. For instance, it could move 10 ft., attack with its bite, move 60 ft, make a claw attack, move 120 ft., make a claw and tail slap attack, and then move the remaining 50 ft.; or any similar combination. It gains full bonuses from charging on all attacks(+2 attack, etc.), and does not provoke attacks of opportunity when passing through threatened squares during its charge.
Hunter Supreme: Bandersnatches are the ultimate hunters, and their quarries have no hope of escaping. They can track without penalty even when running, and they can still track those using magic to obscure their trail(via Pass Without Trace, etc.). It is under a permanent Locate Creature/Object effect, allowing it to duplicate those spells at will. Running water does not block this ability, nor does Nondetection, Misdirection, Polymorph, etc. In addition, its blindsense improves to 120 ft.
We're All Mad Here: The Bandersnatch has completed its evolution, becoming a shining beacon of insanity in an all to sane world. It gains one of the following abilities, depending on which ability it chose from They All Know How To Kill.
Frumious Bandersnatch: Like the heart of a star, the Frumious Bandersnatch burns white hot with fury. The 'snatch now gains an additional swift action each round, which can be spent only on its Speed of Death ability or Its Eyes Are Mad. Furthermore, its fire damage improves to 2d6, and half of it is considered to be born of pure rage, and is thus not subject to any sort of resistance or immunity.
Confounding Bandersnatch: Insanity given form, the Confounding Bandersnatch warps the very world with its madness, and shatters the minds of those who oppose it. At its option, any space the Bandersnatch moves over is thereafter considered to be difficult terrain. In addition, any creature that fails its save against 2 or more of the snatch's confusing effects is rendered permanently Insane, as the spell.
Magicbane Bandersnatch: Like a center of calm amidst the storm which is magic, the Magicbane Bandersnatch is an unstoppable foe for those who cast spells. Once per day per 4 HD, it can create an Antimagic Field as the spell as a standard action, with a 20 ft. radius. Furthermore, any creature hit by its ranged quills must also make a save or be unable to cast spells for one round, as per its magicbane bite.
Primordial Bandersnatch: An ancient, unearthly beast, the Primordial Bandersnatch is a beacon of insanity, powerful and grand. It grows another size category, becoming Colossal, and gains Spell Resistance equal to its HD+11. This Spell Resistance can be raised or lowered at any time as a free action, even if it is not the 'snatch's turn.
Comments:
One of the Tane, a group of ancient, primal fae, the Bandersnatch is a huge spiky cat that can warp people's minds. Its main shtick is being able to shrug off just about everything, having a ton of natural attacks, and spreading madness with its gaze. Oh, and being ridiculously fast. There are also different types of 'snatch's, each with their own strengths.
So, if you want to play an insane porcupine who can run circles around everyone and drive people insane, the Bandersnatch is for you!
Changelog:
10/12/12
Added Unnatural Durability to 1st level
Added Out Of My Way to 2nd level, because knocking enemies to the ground seems very 'snatchlike to me
Increased ability increases to a total of +9 Str/Con at 17th level
Changed Distance Wont Save You to 3rd level
Added Speed of Hate to charge at x3 speed at 4th level
Added Unnatural Durability to 5th level
Moved Rend to 6th level
Changed Brutal Tail to act as a vector for Porcupine From Hell
Removed It Will Not Die, added Insane Resilience to 12th level
Added Hunter Extraordinaire and Fluffy Death at 13th level
Changed Confounding Bandersnatch to inflict a single, harder to resist confusion
Added Banderblitz to 16th level
Clarified We're All Mad Here