Baneguard (CR 2)
Alignment: Always neutral evil
Initiative: +0; Senses: darkvision 60 ft., Listen +5, and Spot +5
AC: 13 (+3 natural), touch 10, flat-footed 13
Hit Dice: 4d12 (26 hp); DR: 5/bludgeoning
Fort +1, Ref +1, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +5
Attack: Claw +5 melee or longsword +5 melee
Full Attack: 2 claws +5 melee or longsword +5 melee and claw +0 melee (1d4+1)
Damage: Claw 1d4+3; longsword 1d8+3/19-20 and claw 1d4+1
Special Attacks/Actions: Magic missile
Abilities: Str 16, Dex 11, Con -, Int 9, Wis 12, Cha 13
Special Qualities: Blink, immunity to cold, undead traits
Feats: Blind-fight; Combat Casting
Skills: Hide +4, Listen +5, Move Silently +4, Search +4, and Spot +5
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or squad (3-10)
Lost Empires of Faerûn
Magic Missile (Sp): 1/3 rounds. Caster level 4th.
Blink (Sp): 1/10 minutes. Caster level 4th.
Baneguards are silent but intelligent servants of evil masters. These vile undead are capable of independent, reasoned, malevolent behavior. They can fight with any weapon or strike with their hands.
The clerics of Bane first developed the method of creating baneguards and kept it secret for many years, but the technique has long since spread to other evil faiths. The Thayan branch of Bane's church is especially fond of creating baneguards, and these creatures serve as temple guardians in Thayan trading enclaves throughout Faerûn. Because they are also quite popular among the followers of Velsharoon, demigod of liches, baneguards are found in great numbers in Skull Gorge and the Battle of Bones, at the southwestern tip of Anauroch.
Baneguards look exactly like ordinary animated skeletons. Only their magical powers set them apart from their lesser cousins.
A cleric of at least 14th level can create a baneguard using the create undead spell.