Large Beast, Chaotic Evil
Armor Class 17 Natural armor
Hit Points 180 (36d10)
Speed 60 ft., Climb 40 ft.
STR
19 (+4)
DEX
17 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws DEX +7, CON +8, WIS +5
Damage Vulnerabilities Fire, Necrotic, Piercing, Radiant, Slashing, Thunder
Damage Resistances Acid, Bludgeoning, Cold, Force, Poison, Psychic
Condition Immunities Frightened, Grappled, Paralyzed, Poisoned, Prone
Senses Passive Perception 16
Languages Common, Elvish, Sylvan Common, Sylvan, and Elvish.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Spotted Fur Coat: The Bandersnatch is covered in a dull white fur coat with dark gray spots, which allows it the ability to easily camouflage itself. As a bonus action, the Bandersnatch may successfully execute a Hide action instantaneously. It has advantage on attack rolls, and all creatures attacking it have disadvantage on their attack rolls. The Bandersnatch remains hidden (even upon attacking) until it is hit, or a creature makes a Wisdom (Perception) check DC 16.

Extendable Neck: The Bandersnatch's neck can extend forward effectively doubling its body size and increasing its reach to 15 ft. When its neck is extended, the Bandersnatch receives a -2 AC penalty. 

Keen Hearing & Smell: The Bandersnatch has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

Actions

Multiattack: The Bandersnatch makes four attacks: one with its bite, two with its claws, and one with its barbed tail.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft. (15 ft. if its neck is extended), one target. Hit: 18 (3d8 + 6) piercing damage & 6 (2d4 + 2) poison damage. The target must succeed on a DC 15 Strength saving throw or become grappled. The creature will remain grappled until it can free itself, rolling a saving throw at the beginning of the Bandersnatch's turn or its own. The creature receives 6 (1d8 + 4) piercing damage & 2 (1d4) poison damage on subsequent failed saving throws.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) slashing damage. A creature that takes slashing damage must make a Constitution saving throw DC 22 or take 10 (3d4 + 4) points of poison damage and become poisoned. Bandersnatch poison is extremely rare and lethal and cannot be cured by normal healing spells or potions. The only method of curing Bandersnatch poisoning is by performing a Wisdom (Medicine) check DC 18 with the Bandersnatch's saliva as an antidote. A poisoned creature will take 4 (2d4) points of poison damage at the beginning of its turn.

Barbed Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage & 4 (1d4 + 2) poison damage.

Description

The Bandersnatch is a frumious swift-moving creature that can expand its neck and has fearsome jaws. Its spotted fur allows it to hide and camouflage itself quite easily when hunting prey.

The Bandersnatch oozes an extremely rare and deadly poison from its claws, jaws, and barbed tail. This poison cannot be cured by traditional means, and only an antidote made from the Bandersnatch's own saliva is the only known cure.

The Bandersnatch is a solitary creature, living off of small groups of travelers and any other animals or creatures which dare to venture into its wooden domain. Although it cannot speak, it is a highly intelligent creature and can comprehend several known languages.

Habitat: Forest

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