Noxious Fumes (Recharge 5-6). The Bandersnatch lets out noxious gas out of its bloated body in a 10-foot radius sphere centered on itself that lasts until the beginning of its next turn. Each creature that is completely within the cloud at the start of its turn must ma ea DC 15 Constitution saving throw against poison. On a failed save, the creature spends its action that tum retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. When the Bandersnatch takes this action, its size becomes medium, its AC becomes 14, and its speeds increase by 10 feet until it regains its noxious fumes.
Multiattack. The Bandersnatch makes two attacks: one with its claws and one bite or constrict attack. When its noxious fumes is available, it can use the fumes in place of its bite or constrict.
Bite. Melee Weapon Attack: [roll]1d20+6[/roll] to hit, reach 15 ft., one target. Hit: 12 ([roll]2d8+3[/roll] piercing damage.
Claws. Melee Weapon Attack: [roll]1d20+6[/roll] to hit, reach 5 ft., one target. Hit: 8 ([roll]2d4+3[/roll]) slashing damage plus 2 ([roll]1d4[/roll]) poison damage.
Constrict. Melee Weapon Attack: [roll]1d20+6[/roll] to hit, reach 5 ft., one creature. Hit 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 12) if it is Medium or smaller. Until this grapple ends, the creature is restrained, and the Bandersnatch can't constrict another target.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Bavlorna has never been satisfied with the living and finds animals to me meaningless wasted potential. These creatures don't have enough features. Give life and limb to sink or swim. Thus, Bavlorna started her biggest project yet. Combining the parts of different animals: the head of a snapping crocodile, limbs of the poisonous platypus, a constricting snake for a tail. Its body is covered with patches of taxidermy strung together into a single creature.
The Bandersnatch is a bloated undead taxidermy creation. Although one creature, it contains the consciousnesses of many of the animals that make up its body. These consciousnesses don't always get along and often fight for dominants. Like Bavlorna herself, the Bandersnatch is quite lazy. It spends much of its time meandering inside the swamps of Downfall, scaring anyone who gets close to coming to the cottage.
Bavlorna loves the creature to death and spoils it with treats. Although the creature is satisfied with any meat it can get, it has a taste for rich blood. The Bandersnatch sees status as a delicacy and goes out if its way to snap down on royalty and the leaders of groups. It has a precocious sense of smell dedicated to that exact purpose. It is responsible for a few bullywugs deaths.
Other than Bavlorna, the only other creature that can interact with the monster without geng hurt is Toasted-Cheese, Bavlorna's personal beast keeper and hunter. Toasted-Cheese is a goblin boss that takes care of any of Bavlorna's taxidermy creaons that she is fond of when she is too lazy to do so herself.
The Bandersnatch can easily fit into the swamps of Downfall, swimming in the Murky Lake. It can possibly replace the merrows in area D3 and if a member of the soggy court is to be executed, the Bandersnatch can snap off all but its head. If you are yet to find a locaon for the Unicorn horn, you have the horn be attached to the Bandersnatch instead of any other location. Instead of having the Bandersnatch in Downfall, you can alternavely have the creature run off chasing an unfortunate bullywug noble. In that case, Bavlorna may task the characters to find and bring back the creature.
In battle, the Bandersnatch fights out of hunger and aggression. It prefers to sneak up upon its enemies and attack before they have a chance to react. It specifically seeks out pray that is of a higher status; those that hold high titles are targets of the Bandersnatch. The Bandersnatch's greatest weakness is its own cooperation. It often fights with itself even when it is in the most adventageous position for it. Bavlorna and Toasted-Cheese also know a second weakness to subdue it: the Bandersnatch is allergic to pepper.
[This creation is based on an original by ZemblanityFalls from reddit]
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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Description
Amphibious. The Bandersnatch can breathe air and water.
Two-Headed. The Bandersnatch has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Stitched Together. At the beginning of the Bandersnatch turn, roll a dB, on a 3 or 8 the Bandersnatch fights with itself. Until the beginning o' its next turn, it has disadvantage on all attack rolls, ability checks, and saving throws and is unable to take reactions. I' it uses the Attack action on this turn, it uses one of its attacks on itself.
Lair and Lair Actions
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Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
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Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.
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