Large Fey, Chaotic Neutral
Armor Class 17 Natural Armor
Hit Points 132 (12d10 + 33)
Speed 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
10 (+0)
WIS
15 (+2)
CHA
11 (+0)
Saving Throws DEX +8, WIS +6
Skills Stealth +8, Survival +6
Condition Immunities Grappled
Senses Darkvision 50ft, Passive Perception 12
Languages Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

 

 

Actions

Multiattack.  The Bandersnatch makes two attacks.

Bite. Melee Weapon Attack:  +7 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) slashing damage. 

SpikeRoll. ( costs 2 attacks)  The Bandersnatch rolls itself up into a ball with purple spikes coming out from everywhere.  The Bandersnatch then rolls a total of 50ft. and can move in anyway it wishes.  The width of this action is 10ft.  Any creature that is hit/ run over ( must be to an equal size or smaller) must make a DC 19 saving throw, taking 19 (3d10 + 3) piercing damage from the attack on a failed save and none on a successful one. *Note the fey cannot roll over one creature twice in one attack and while curled up the Bandersnatch will have an AC of 21.  Also if the fey uses this attack for it's turn it cannot use this same attack for it's next turn

Quill Growth. ( Recharge 5-6). The Bandersnatch sinks both of it's claws into the ground and all creatures within 30ft. of the Bandersnatch must make a DC 17 saving throw, taking 16(2d12 + 3) piercing damage on a failed save from the attack or none on a successful one. 

Description

Bandersnatches are large, blue green furred porcupines with large purple spikes laid across it's back.  With yellow eyes, sharp teeth, stubby arms and legs fitted with long sharp claws this fey creature has the unique ability to curl into a ball of spikes and favors this technique to pierce/ crush their targets.  They thrive in the darkest feywild forests and trample anyone who steps into their territory.

Habitat: Forest

Aaroni_Hurricane

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