Bale Warder
Large Undead [Extraplanar]
Hit Dice: 12d12 (78 hp)
Initiative: +3
Speed: Fly 40 ft. (good) (8 squares)
Armor Class: (-1 size, +3 Dex, +4 natural)
Base Attack: +6/+15
Attack: +1 lawful scythe +12 melee (2d6+6/x4) or baleful touch +6 melee (1d8 Str plus fear)
Full Attack: +1 lawful scythe +12/+7 melee (2d6+6/x4) or baleful touch +6 melee (1d8 Str plus fear)
Special Attack: Baleful touch, create spawn, spell-like abilities
Special Qualities: Damage reduction 15/magic, darkvision 60 ft., immunity to cold and polymorph, ethereal jaunt, shadow sight, +3 turn resistance, undead traits
Saves: Fort +4, Ref +7, Will +11 (+15 vs. figments and glamers)
Saves: Str 20, Dex 16, Con -, Int 13, Wis 16, Cha 15
Skills: Intimidate +16, Listen +22, Move Silently +23, Search +9, Sense Motive +18, Spot +22
Feats: Alertness, Combat Reflexes, Dodge, Mobility, Spring Attack
Environment: Negative Energy Plane
Organization: Solitary, gang (2-5), or swarm (6-11)
Challenge Rating: 14
Treasure: No coins, no goods, double items
Alignment: Always lawful evil
Advancement: 13-21 HD (Large)
Level Adjustment: -
These towering, ominous beings are related to shadows, having traits of both undead and shadow creatures. However they are far more powerful. While they are normally semi-substantial beings composed of shadow stuff and negative energies, they can choose to become nebulous and incorporeal like a ghost. Bale warders are much taller than humans, and appear as though garbed in black, hooded garb that shimmers like a constantly moving curtain. Within the hood all that is visible is a volume of utter blackness, with no discernable features.
Bale warders continually hover or fly, usually just above the ground. Wispy tendrils of blackness, shaped like cruel limbs, drape out through the openings in their garb. These appendages appear to be continually evaporating. Though they are solid beings, these undead are slightly transluscent so that bright light sources will shine completely through their body and cloak. As a result, their shadow is faint and tenuous upon the ground.
Upon their native plane they are ruthless guardians who will defend their charge regardless of distrations. They will accomplish their task by all means necessary, and have no compunctions about slaying all who oppose them or simply get in the way. Bale warders are exceptionally observant, never need to sleep or rest, and are not distracted by simple trickery. Most bale warders are found on the negative energy or shadow planes, where they can serve as guardians for dark and powerful beings or potent place of magic. A very few have been permanently banished to the prison plane of Gaol, for reasons not readily understand by living creatures.
Bale warders speak Common. If they are destroyed, they leave no remains except their weapon and any magical items they might have been carrying.
Combat
Bale warders are relentless but cunning on the attack, employing their scythe weapons, or using their baleful touch. They will relentlessly pursue a foe, using their ethereal jaunt ability to move through barriers or avoid intervening opponents.
Spell-Like Abilities: At will-doom, deathwatch, speak with dead. 3/day-deeper darkness, fear. 1/day-slay living, spiritual weapon. Caster level 12th. The save DCs are Charisma-based.
Baleful Touch (Su): Merely touching or being touched by a bale warder deals 1d8 points of Strength damage to a living foe, and the victim must make a DC 18 Will save or be shaken for 1d3 rounds. If the victim is already shaken, it instead becomes frightened. A creature reduced to Strength 0 by a bale warder dies. This is a negative energy effect. The save DC is Charisma-based.
If the bale warder is using its ethereal jaunt ability, the touch only inflicts 1d6 points of Strength damage and does not incur a shaken or frightened state.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a bale warder becomes a greater shadow under the control of its killer within 1d4 rounds.
Ethereal Jaunt (Sp): A bale warder can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical to the ethereal jaunt spell (caster level 12th).
Shadow Sight (Ex): Bale warders have a +4 bonus to Will saves against figments and glamers. They can see ethereal creatures and objects as the see invisibility spell (caster level 12th).
Skills: Bale warders have a +4 racial bonus on Listen and Spot checks and a +8 racial bonus on Move Silently checks.
Advancement
In addition to the standard changes due to the Hit Dice advancement, bale warders also gain the following special benefits.
Large Undead [Extraplanar]
Hit Dice: 12d12 (78 hp)
Initiative: +3
Speed: Fly 40 ft. (good) (8 squares)
Armor Class: (-1 size, +3 Dex, +4 natural)
Base Attack: +6/+15
Attack: +1 lawful scythe +12 melee (2d6+6/x4) or baleful touch +6 melee (1d8 Str plus fear)
Full Attack: +1 lawful scythe +12/+7 melee (2d6+6/x4) or baleful touch +6 melee (1d8 Str plus fear)
Special Attack: Baleful touch, create spawn, spell-like abilities
Special Qualities: Damage reduction 15/magic, darkvision 60 ft., immunity to cold and polymorph, ethereal jaunt, shadow sight, +3 turn resistance, undead traits
Saves: Fort +4, Ref +7, Will +11 (+15 vs. figments and glamers)
Saves: Str 20, Dex 16, Con -, Int 13, Wis 16, Cha 15
Skills: Intimidate +16, Listen +22, Move Silently +23, Search +9, Sense Motive +18, Spot +22
Feats: Alertness, Combat Reflexes, Dodge, Mobility, Spring Attack
Environment: Negative Energy Plane
Organization: Solitary, gang (2-5), or swarm (6-11)
Challenge Rating: 14
Treasure: No coins, no goods, double items
Alignment: Always lawful evil
Advancement: 13-21 HD (Large)
Level Adjustment: -
These towering, ominous beings are related to shadows, having traits of both undead and shadow creatures. However they are far more powerful. While they are normally semi-substantial beings composed of shadow stuff and negative energies, they can choose to become nebulous and incorporeal like a ghost. Bale warders are much taller than humans, and appear as though garbed in black, hooded garb that shimmers like a constantly moving curtain. Within the hood all that is visible is a volume of utter blackness, with no discernable features.
Bale warders continually hover or fly, usually just above the ground. Wispy tendrils of blackness, shaped like cruel limbs, drape out through the openings in their garb. These appendages appear to be continually evaporating. Though they are solid beings, these undead are slightly transluscent so that bright light sources will shine completely through their body and cloak. As a result, their shadow is faint and tenuous upon the ground.
Upon their native plane they are ruthless guardians who will defend their charge regardless of distrations. They will accomplish their task by all means necessary, and have no compunctions about slaying all who oppose them or simply get in the way. Bale warders are exceptionally observant, never need to sleep or rest, and are not distracted by simple trickery. Most bale warders are found on the negative energy or shadow planes, where they can serve as guardians for dark and powerful beings or potent place of magic. A very few have been permanently banished to the prison plane of Gaol, for reasons not readily understand by living creatures.
Bale warders speak Common. If they are destroyed, they leave no remains except their weapon and any magical items they might have been carrying.
Combat
Bale warders are relentless but cunning on the attack, employing their scythe weapons, or using their baleful touch. They will relentlessly pursue a foe, using their ethereal jaunt ability to move through barriers or avoid intervening opponents.
Spell-Like Abilities: At will-doom, deathwatch, speak with dead. 3/day-deeper darkness, fear. 1/day-slay living, spiritual weapon. Caster level 12th. The save DCs are Charisma-based.
Baleful Touch (Su): Merely touching or being touched by a bale warder deals 1d8 points of Strength damage to a living foe, and the victim must make a DC 18 Will save or be shaken for 1d3 rounds. If the victim is already shaken, it instead becomes frightened. A creature reduced to Strength 0 by a bale warder dies. This is a negative energy effect. The save DC is Charisma-based.
If the bale warder is using its ethereal jaunt ability, the touch only inflicts 1d6 points of Strength damage and does not incur a shaken or frightened state.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a bale warder becomes a greater shadow under the control of its killer within 1d4 rounds.
Ethereal Jaunt (Sp): A bale warder can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical to the ethereal jaunt spell (caster level 12th).
Shadow Sight (Ex): Bale warders have a +4 bonus to Will saves against figments and glamers. They can see ethereal creatures and objects as the see invisibility spell (caster level 12th).
Skills: Bale warders have a +4 racial bonus on Listen and Spot checks and a +8 racial bonus on Move Silently checks.
Advancement
In addition to the standard changes due to the Hit Dice advancement, bale warders also gain the following special benefits.
- The save DC of the baleful touch is equal to 10 + 1/2 HD + Charisma modifier.
- The caster level of the spell-like abilities, the ethereal jaunt, and the shadow sight is equal to the HD.
- 13+ HD - Add 1/day-control undead to spell-like abilities.
- 14-17 HD - Shadow sight bonus improves to +6.
- 15+ HD - A bale warder can remain ethereal for an indefinite period as a result of an ethereal jaunt.
- 16+ HD - Use spiritual weapon spell-like ability 3/day.
- 17+ HD - Turn resistance improves to +4.
- 18+ HD - Shadow sight bonus improves to +8.
- 19+ HD - The baleful touch deals 2d6 points of Strength damage to a living foe, and on a failed Will save the victim is immediately frightened. While ethereal the touch deals 1d8 points of Strength damage.
- 20+ HD - Add 1/day-circle of death to spell-like abilities.
- 21+ HD - Turn resistance improves to +5.
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