Medium Beast, Neutral
Armor Class 16 (natural armor)
Hit Points 120 (10d10 + 20)
Speed 40 ft., Burrow 20 ft., Climb 25 ft., Swim 30 ft.
STR
15 (+2)
DEX
18 (+4)
CON
15 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws STR +4, DEX +6
Skills Perception +7, Stealth +7
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Frightened, Poisoned, Prone
Senses Darkvision 60 ft., Truesight 60ft, Passive Perception 15
Languages Common can't speak, Goblin can't speak --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

Regeneration. the Bandersnatch  regains 5 hit points if it has at least 1 hit point. If the bandersnatch takes necrotic damage this ability does not work at the start of it's next turn.

Pack tactics. you have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated

Actions

Multiattack. The bandersnatch makes three attacks: one with its bite  and two with its claws.

Bite. Melle weapon attack: +7 to hit, reach 5ft., one creature hit: 10 (1D10+5) piercing damage 6 (1D10) poison damage. of the target is a creature, it must succeed on a DC 15 strength saving throw or be grappled.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Description

can be mounted by a tiny-medium creature

Lair and Lair Actions

can burrow into the ground and create a den for 3 medium creatures and itself

Habitat: Forest

Nickmcg

Comments

Posts Quoted:
Reply
Clear All Quotes