A Hunters Mark. Through the Looking glass
Oct 15, 2016 17:07:02 GMT -7
Post by Deleted on Oct 15, 2016 17:07:02 GMT -7
Bandersnatch
Rank: ""
Type: Nearly Impossible, Gargantuan, Mystical Beast
Effect: A Giant barbed Beast, with a host of dangerous attacks. Is also capable of startling recovery speeds.
Special: Preparation: ---; Duration: ---
Drawback: ---
Description: A bandersnatch can move through difficult terrain when it charges. The quills and barbs on a bandersnatch’s tail cause triple damage on a direct hit from its tail slap. Their tails do 35 Armour Points of Damage. Their Gaze: Confused, range 10 meters, Fortitude 29 negates. A Bandersnatch can direct its gaze attack against a single foe as a movement equal in handseals to a "C" Rank Jutsu. This is a mind-affecting compulsion effect. Whenever a creature takes damage from a bandersnatch’s tail slap attack, quills, or quill defense, the quill lodges into its flesh, causing the creature to become sickened until the quill is removed. Removing 1 quill requires a Very Difficult First Aid: Healing check made as a full-round movement. On a failed check, a quill is still removed, but the process deals 16 Armour Points of Damage to the victim. Quill Defense: Any creature that strikes a bandersnatch with a non-reach melee weapon, unarmed strike, or natural weapon takes 10 Armour Points of piercing damage from the bandersnatch’s quills and suffers from the bandersnatch’s pain attack. With their Quick Recovery ability, a debilitated bandersnatch recovers with frightening speed. If a bandersnatch starts its turn affected by any or all of the following conditions, these conditions end at the end of its turn: confused, dazed, dazzled, exhausted, fatigued, nauseated, sickened, and stunned. Furthermore, a bandersnatch affected by ability damage, ability drain, or a mind-affecting effect that allows a save receives a single additional save against the effect of its choice at the original save at the end of its turn in order to shake off the effect. With a snap of its tail, a bandersnatch can lose a volley of 4 quills. This is their Quills ability. This attack has a range of 100 meters with no range increment. All targets must be within 10 meters of each other. Launched quills regrow in a single round, during which the bandersnatch’s defensive abilities are unaffected. With its Relentless Tracker ability it gains a +50 competence bonus on Tracking checks made to track creatures it has wounded. Bandersnatches are consummate hunters, and only the deadliest predators or the most cunning intelligent prey offer them sport. Once a bandersnatch has marked a creature for death, it runs it to ground without fear, rest, or remorse. Bandersnatches rely on speed, shock, and terror to bring down prey. They pace their quarry from a distance, hidden among the trees, then break from cover, savage their target, and dart away again. They drag smaller creatures away to dispatch at leisure, while engaging larger ones in skirmishes until they gradually wear their prey down. An outmatched bandersnatch withdraws at full speed, stopping only to pick off pursuers that distance themselves from their allies. Once its wounds heal, the bandersnatch returns to the scene of its defeat, picks up the trail of its assailants, and eliminates them one by one. In appearance, a bandersnatch resembles a tawny, six-legged great cat, but with wickedly barbed quills running the length of its body and down to the tip of its long, flexible tail. Its quills serve to deter attackers, but also act as a formidable weapon. With a single f lick of its muscular tail, a bandersnatch can f ling as many as a half-dozen quills at distant foes with surprising accuracy. A bandersnatch captivates any prey that meets the gaze of its saucer like, luminous eyes. A bandersnatch measures 40 feet in length plus another 10 feet of tail and weighs 12,000 pounds. Despite their bulk, bandersnatches move with speed, grace, and even considerable stealth when required. Bandersnatches were once native to the primal world of the fey, where they preyed on the greatest hunters of that ancient realm. As with other legendary creatures from this realm, such as the jabberwock, bandersnatches belong to a group of creatures known collectively as the "Tane." Whether the fey were careless in guarding their portals or released the first bandersnatches into Material Plane deliberately cannot be said with certainty. Rare in the extreme on the Material Plane, bandersnatches lair within forgotten forests where ancient beasts walk the world. Bandersnatches mate only rarely. A female becomes fertile perhaps once or twice per century, leaving the male soon after mating and giving birth to only one or two kittens per litter. The mother brings meat to her ravenous young, which mature into lesser bandersnatches (see below) within a year. Bandersnatches live for a thousand years or longer.
Yields: Their hide can be used to create leather.
Diet: Carnivore; Intelligence: Animal; Activity: Any; Alignment: Neutral; Organization: 1; Number Appearing: 1; Region: Forest; Identification: Extremely Difficult; Cultivation: Extremely Difficult; Skills: ---; Innate Abilities: Blindsense 40 meters. Darkvision 40 meters. Low-light Vision. Scent. Natural Armour +20. Fast Healing 10 Armour Points per Round. Quills. Quill Defense. Gaze. Rake. Quick Recovery. Relentless Tracker. Immune: Fear, Paralysis, Poison, Sleep.
Limit: Must know Monster Lore for Forest Regions. 1% chance in finding.
Cost:
Shiki looked around the inn. He was drunk of course. Who wouldn't be after a day like this. He grabbed the neck of the whiskey bottle and slumped against the table. He took several big gulps of the drink and let the apathy wash over him. He stared at the bottle miserably and put his head down on the desk. This was the day before it all started. The hunt for the fabled Bandersnatch. Maybe this miserable thing could give him the end he wanted.
Rank: ""
Type: Nearly Impossible, Gargantuan, Mystical Beast
Effect: A Giant barbed Beast, with a host of dangerous attacks. Is also capable of startling recovery speeds.
Special: Preparation: ---; Duration: ---
Drawback: ---
Description: A bandersnatch can move through difficult terrain when it charges. The quills and barbs on a bandersnatch’s tail cause triple damage on a direct hit from its tail slap. Their tails do 35 Armour Points of Damage. Their Gaze: Confused, range 10 meters, Fortitude 29 negates. A Bandersnatch can direct its gaze attack against a single foe as a movement equal in handseals to a "C" Rank Jutsu. This is a mind-affecting compulsion effect. Whenever a creature takes damage from a bandersnatch’s tail slap attack, quills, or quill defense, the quill lodges into its flesh, causing the creature to become sickened until the quill is removed. Removing 1 quill requires a Very Difficult First Aid: Healing check made as a full-round movement. On a failed check, a quill is still removed, but the process deals 16 Armour Points of Damage to the victim. Quill Defense: Any creature that strikes a bandersnatch with a non-reach melee weapon, unarmed strike, or natural weapon takes 10 Armour Points of piercing damage from the bandersnatch’s quills and suffers from the bandersnatch’s pain attack. With their Quick Recovery ability, a debilitated bandersnatch recovers with frightening speed. If a bandersnatch starts its turn affected by any or all of the following conditions, these conditions end at the end of its turn: confused, dazed, dazzled, exhausted, fatigued, nauseated, sickened, and stunned. Furthermore, a bandersnatch affected by ability damage, ability drain, or a mind-affecting effect that allows a save receives a single additional save against the effect of its choice at the original save at the end of its turn in order to shake off the effect. With a snap of its tail, a bandersnatch can lose a volley of 4 quills. This is their Quills ability. This attack has a range of 100 meters with no range increment. All targets must be within 10 meters of each other. Launched quills regrow in a single round, during which the bandersnatch’s defensive abilities are unaffected. With its Relentless Tracker ability it gains a +50 competence bonus on Tracking checks made to track creatures it has wounded. Bandersnatches are consummate hunters, and only the deadliest predators or the most cunning intelligent prey offer them sport. Once a bandersnatch has marked a creature for death, it runs it to ground without fear, rest, or remorse. Bandersnatches rely on speed, shock, and terror to bring down prey. They pace their quarry from a distance, hidden among the trees, then break from cover, savage their target, and dart away again. They drag smaller creatures away to dispatch at leisure, while engaging larger ones in skirmishes until they gradually wear their prey down. An outmatched bandersnatch withdraws at full speed, stopping only to pick off pursuers that distance themselves from their allies. Once its wounds heal, the bandersnatch returns to the scene of its defeat, picks up the trail of its assailants, and eliminates them one by one. In appearance, a bandersnatch resembles a tawny, six-legged great cat, but with wickedly barbed quills running the length of its body and down to the tip of its long, flexible tail. Its quills serve to deter attackers, but also act as a formidable weapon. With a single f lick of its muscular tail, a bandersnatch can f ling as many as a half-dozen quills at distant foes with surprising accuracy. A bandersnatch captivates any prey that meets the gaze of its saucer like, luminous eyes. A bandersnatch measures 40 feet in length plus another 10 feet of tail and weighs 12,000 pounds. Despite their bulk, bandersnatches move with speed, grace, and even considerable stealth when required. Bandersnatches were once native to the primal world of the fey, where they preyed on the greatest hunters of that ancient realm. As with other legendary creatures from this realm, such as the jabberwock, bandersnatches belong to a group of creatures known collectively as the "Tane." Whether the fey were careless in guarding their portals or released the first bandersnatches into Material Plane deliberately cannot be said with certainty. Rare in the extreme on the Material Plane, bandersnatches lair within forgotten forests where ancient beasts walk the world. Bandersnatches mate only rarely. A female becomes fertile perhaps once or twice per century, leaving the male soon after mating and giving birth to only one or two kittens per litter. The mother brings meat to her ravenous young, which mature into lesser bandersnatches (see below) within a year. Bandersnatches live for a thousand years or longer.
Yields: Their hide can be used to create leather.
Diet: Carnivore; Intelligence: Animal; Activity: Any; Alignment: Neutral; Organization: 1; Number Appearing: 1; Region: Forest; Identification: Extremely Difficult; Cultivation: Extremely Difficult; Skills: ---; Innate Abilities: Blindsense 40 meters. Darkvision 40 meters. Low-light Vision. Scent. Natural Armour +20. Fast Healing 10 Armour Points per Round. Quills. Quill Defense. Gaze. Rake. Quick Recovery. Relentless Tracker. Immune: Fear, Paralysis, Poison, Sleep.
Limit: Must know Monster Lore for Forest Regions. 1% chance in finding.
Cost:
Shiki looked around the inn. He was drunk of course. Who wouldn't be after a day like this. He grabbed the neck of the whiskey bottle and slumped against the table. He took several big gulps of the drink and let the apathy wash over him. He stared at the bottle miserably and put his head down on the desk. This was the day before it all started. The hunt for the fabled Bandersnatch. Maybe this miserable thing could give him the end he wanted.