Baldandar
by Robert J Schwalb
Medium Shapeshifter
Hit Dice:
6d8 (27 hp)
Initiative:
+5
Speed:
40 feet
AC:
17 (+6 Natural, +1 Dex)
Attacks:
Bite+5, 2 Claws +0
Damage:
Bite 1d6+1 and poison, Claws 1d4
Face/Reach:
5'x 5'/5'
Special Attacks:
Spell-like abilities, poison bite
Special Qualities:
Darkvision 60 feet.
Saves:
Fort+5, Ref+6, Will+8
Abilities:
Str 13, Dex 12, Con 11, Int 16, Wis 15, Cha 16
Skills:
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
Feats:
Alertness, Combat Casting, Expertise, Dodge, Improved Initiative
Climate/Terrain:
Any Land, preferably civilised areas
Organisation:
Solitary
Challenge Rating:
4
Treasure:
Standard
Alignment:
Usually Neutral Evil
Advancement:
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.
Combat
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.