Keen Smell. The bandersnatch has advantage on Wisdom (Perception) checks that rely on smell.
Fiery Rage: If the bandersnatch misses twice in a row with any of its attacks it is overcome with rage. It's initiative skyrockets for 5 rounds, It has fire resistance, and deals 4 (2d4) fire damage with all melee attacks. The bandersnatch must wait 5 rounds to repeat this.
Terrain Disregard: In the midst of a battle, all terrain difficulty is ignored.
Quick Recovery: The bandersnatch loses all conditions it gained the previous turn.
Relentless Tracker: Once a bandersnatch tastes the blood of its prey, it can follow them through any terrain and doubles its speed asa result.
Fearless: Immune to Fear.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Tail Whip. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 4) slashing damage and an additional 3 (1d6) poison damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become poisoned until the start of the Bandersnatch's next turn.
Poison Quills. Ranged Weapon Attack: +4 to hit, reach 300 ft., up to 3 targets. Hit: 4 (1d8) piercing damage and an additional 4 (1d8) poison damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become poisoned until the start of the Bandersnatch's next turn.
Comments