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Baldandarby Robert J Schwalb
6d8 (27 hp)
17 (+6 Natural, +1 Dex)
Bite+5, 2 Claws +0
Bite 1d6+1 and poison, Claws 1d4
Spell-like abilities, poison bite
Darkvision 60 feet.
Fort+5, Ref+6, Will+8
Str 13, Dex 12, Con 11, Int 16, Wis 15, Cha 16
Bluff+11, Concentration+4, Diplomacy+7, Disguise+11, Hide+5, Knowledge (Any one)+7, Listen+5, Profession (any one)+6, Sense Motive+6, Spellcraft+7, Spot+5
Alertness, Combat Casting, Expertise, Dodge, Improved Initiative
Any Land, preferably civilised areas
Usually Neutral Evil
by character class
In their true form, Baldandars are tall, thin humanoids with large bulbous heads and glowing yellow eyes. Baldandars rarely reveal their true forms, preferring to hide behind deception and illusion. Unlike typical shapeshifter, these creatures generate illusions to cover their natural forms. Generally Baldandars appear as imposing wizards while in civilised society, and in the wild, they project the image of a dragon with the colours variable. Baldandars speak Common, and at least four other "civilised" tongues.
Spell-like abilities (Sp): At will, the Baldandar can cast veil (at 15th level) to hide its own appearance. When not conscious the effect ends after one minute. In addition, the Baldandar may become invisible and fly, also at will. One per day, it may cast the following spells: polymorph self, polymorph other, magic jar, mirage arcana and confusion.
Poison (Ex): On a successful bite attack, the victim must make a Fortitude save DC13 or sleep for 1d4 minutes.
Skills: Baldandars receive a +4 innate bonus to Bluff and Disguise checks.
Baldandar characters: Baldandar's favoured multiclass is the wizard subtype Illusionist.