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Medium Outsider (Chaotic, Evil)
Hit Dice 4d8+4 (22 hp)
Initiative +4 (Dex)
Speed 30 ft.
AC 19 (+4 Dex, +5 natural)
Attacks 2 claws +5, and bite +0
Damage Claws 1d6+1 each, bite 1d6
Face/Reach 5 ft. x 5 ft./10 ft. (long arms)
Special Attacks Crashing Rush, Extended Reach, Spell-Like Abilities, Summon Banderlatch
Special Qualities Resistances, Damage Reduction 10/silver, Darkvision 60 ft., Evasion, Immunity to Poison, Telepathy 100 ft.
Saves Fort +5, Ref +8, Will +3
Abilities Str 13, Dex 19, Con 13, Int 11, Wis 9, Cha 13
Skills Balance +6, Climb +6, Intimidate +8, Jump +10, Spot +6, Tumble +12
Feats Dodge, Combat Reflexes
Climate/Terrain Any land and underground
Organization Solitary or gang (2–4)
Challenge Rating 4
Alignment Always chaotic evil
Advancement 5–8 HD (Medium-size)
Banderlatch speak Abyssal, Celestial, and Draconic.
Crashing Rush (Ex) As a standard action, at the end of a jump of at least 10 feet the banderlatch can curl into a ball and perform an attack as if using the feat Improved Bull’s Rush. This attack must be made upon a creature occupying the 5-foot by 5-foot space the banderlatch lands in. Creatures struck by this attack receive 1 point of subdual damage per foot pushed back, and are knocked prone if pushed back 10 feet or more. Regardless of the success or failure of the attack, the banderlatch makes a Tumble check (DC 20) to regain its feet as a free action after performing the attack. If the banderlatch fails the Tumble check then it is prone. Arising from a prone position is a moveequivalent action.
Damage Reduction (Su) The creature ignores 10 hit points from most weapons and natural attacks. A silver weapon or better negates the ability.
Evasion (Ex) If subjected to an attack that allows a Reflex save for half damage, a creature with Evasion takes no damage on a successful save. A bound character or one in a completely restrictive area cannot use Evasion. The creature need not know that the attack is coming.
Extended Reach (Ex) The banderlatch’s arms are twice as long as those of similarly-sized humanoid forms. This gives the banderlatch natural reach of 10 ft.
Immunity to Poison (Ex) Banderlatches are immune to poison.
Outsider Outsiders have Darkvision with a range of 60 feet. Banderlatches are not proficient with weapons. A slain outsider cannot be raised or resurrected, although a wish or miracle spell can restore it to life.
Resistances (Ex) Banderlatches ignore the first 15 points of acid, cold, fire, or electricity damage done to them each round. They still makes saving throws normally.
SkillsBanderlatches receive a +2 synergy bonus to Tumble. They also get a +2 synergy bonus to Balance and Jump checks, a +3 dodge AC bonus when fighting defensively or taking full-round actions, and a +6 dodge AC bonus when on total defense. These synergy bonuses are worked into the above stats.
Spell-like Abilities This creature can use the following spells as if cast by a 4th-level caster. The DC to resist these abilities is 10 + the spell level.
1/day — bull’s strength, scare
3/day — jump
At Will — darkness, open/close, prestigitation
Summon Banderlatch (Sp) Once per day, a banderlatch can attempt to summon another banderlatch with a 35% chance of success. On a failure, no banderlatch answers the summons. A banderlatch that has just been summoned cannot use its own summon ability for 1 hour.
Telepathy (Su) Banderlatches can communicate telepathically with any creature within 100 feet that has a language.