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by Jamie Baty

DMR2 12, MMC
Medium Humanoid
Hit Dice: 6d8 (27 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armour Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +4/+4
Attack: Bite +7 melee (1d6 + poison)
Full Attack: Bite +7 melee (1d6 + poison) and 2 claw +2 melee (1d8)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Poison
Special Qualities: Illusion, Spell-like abilities
Saves: Fort +2, Ref +5, Will +4
Abilities: Str 11, Dex 17, Con 10, Int 16, Wis 15, Cha 16
Skills: Bluff +10, Concentration +14, Diplomacy +6, Disguise +17, Gather Information +5, Knowledge (arcana) +8, Listen +6, Sense Motive +6, Spot +6
Feats: Combat Casting, Improved Initiative, Weapon Finesse
Environment: Any land
Organisation: Solitary
Challenge Rating: 5
Treasure: Double Standard
Alignment: Usually neutral evil
Advancement: by character class
Level Adjustment: +3

In their true form, baldandars are tall, thin humanoids with large heads and glowing, yellow saucer-shaped eyes. However, few adventurers ever see this form, for baldandars are masters of illusion and deception.
Baldandars are lonely, wicked creatures. Their illusions are subtle, even brilliant, and show a careful attention to detail. However, while they can mimic an amiable being's manner, just below that exterior lurks their own vicious and antisocial disposition.
A few baldandars join the company of other humanoids, such as orcs or hill giants. Such a baldandar assumes the appearance of its companions. Using its superior intelligence and magical skills, the baldandar may even achieve leadership among the humanoids and, perhaps what it values most, fearful admiration. Still, owing to its hidden nature, the leader never forms deep bonds with these "friends."
The baldander is a carnivore. Its ability to project illusions is a great asset when it comes to hunting animals for food. Animals may, by sight and sound and smell, be driven toward the place where the hungry baldander lies in wait.
In the lands of humans and other humanoid creatures, baldandars may operate differently. They often have private goals and ambitions, and will use their abilities to gain positions of influence and power. If some tasty human delicacy stumbles into their plots, so much the better, for baldandars go to great lengths in devising illusions to deal with human prey.
Baldandars desire and collect valuables of all kinds, especially magic. They employ their magical items to further their own ends whenever possible.
These intelligent creatures can learn the language of many other races. They always speak Common, as well as their own tongue (which is incomprehensible to others).

A baldander will always use its illusion abilities to mask its true identity and to turn the surrounding area to its advantage. A baldander will usually appear as a human wizard and try to put its victims at ease. If a more threatening image is required, it will appear as a dragon. If cornered and forced to fight, the baldander will fight with its bite and claws.

Illusion (Ex): A baldander, at will and as a standard action, may duplicate the effects of the Veil, Mirage Arcana, and Persistent Image spells. The illusions last as long as the baldandar concentrates, and for 10 minutes after it stops concentrating. In all other respects, they are treated as if cast by a 15th level sorceror.

Poison (Ex): Any creature bitten by a baldander must make a fortitude save vs DC 13 (Con based) or fall unconscious for 10-40 minutes.

Spell-like Abilities (Sp): At will: Invisible, Fly; 1/day: Polymorph, Magic Jar, and Confusion. A baldandar's caster level is 15th (Cha based).

Skills: A baldander has a +4 racial bonus to all Bluff and Disguise skill checks.

Baldanders as Characters:
A baldandar's favoured class is wizard and most of them will specialise in the illusion school. They rarely take levels in any other class.