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Blue Warder

Blue Warder CR 6

Source Inner Sea NPC Codex pg. 13
XP 2,400
Dwarf abjurer 7
LN Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +6


AC 13, touch 13, flat-footed 11 (+1 deflection, +2 Dex); +4 dodge vs. giants
hp 48 (7d6+21)
Fort +5, Ref +5, Will +7; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities energy absorption (21/day), resistance; Resist cold 5


Speed 20 ft.
Melee mwk dagger +3 (1d4–1/19–20)
Ranged mwk dagger +6 (1d4–1/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
Abjurer Spells Prepared (CL 7th; concentration +11)
4th—black tentacles (2), stoneskin
3rd—dispel magic, displacement, gaseous form, stinking cloud (DC 17)
2nd—glitterdust (DC 16), levitate, resist energy, see invisibility, web (DC 16)
1st—alarm, color spray (DC 15), magic missile, shield, shocking grasp, unseen servant
0 (at will)—detect magic, light, prestidigitation, read magic
Opposition Schools enchantment, necromancy


Str 8, Dex 14, Con 15, Int 18, Wis 12, Cha 10
Base Atk +3; CMB +2; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Combat Casting, Craft Wand, Craft Wondrous Item, Forge Ring, Scribe Scroll, Spell Penetration
Skills Appraise +9 (+11 to assess nonmagical metals or gemstones), Knowledge (arcana, planes) +14, Linguistics +14, Perception +6 (+8 to notice unusual stonework), Spellcraft +14, Survival +8
Languages Abyssal, Aklo, Ancient Osiriani, Celestial, Common, Draconic, Dwarven, Elven, Giant, Ignan, Infernal, Orc, Terran
SQ arcane bond (ring), protective ward (4 rounds, +2 deflection, 7/day)
Combat Gear scrolls of break enchantment, charm monster, charm person, detect secret doors, expeditious retreat, fly, identify, invisibility, knock, lightning bolt, see invisibility, stoneskin, suggestion, and teleport; wand of magic missile (CL 9th, 40 charges); Other Gear mwk dagger, cloak of resistance +2, headband of vast intelligence +2, explorer's outfit, ink, inkpen, journal, mwk thieves' tools, spellbook (contains all 0-level spells, all prepared spells, and all scroll spells), spell component pouch, 12 gp

The libraries of the ancient subterranean dwarf fortress of Tar-Kazmukh in the Five Kings Mountains hold the accumulated arcane lore of the dwarven race. Tasked with the security of this store of knowledge are the Blue Warders, dwarven librarians and spell-weavers. Each Blue Warder is tattooed in counter-sigils that permit passage through the innumerable wards and other magical defenses of the library; the number and complexity of a dwarf ’s tattoos increase with age and responsibility, allowing access to ever-deeper chambers within the repository and unlocking progressively more secret collections to the Warder.

The Blue Warders also act as escorts for patrons of the library, guiding them through the facility, a labyrinthine maze of tunnels confusing even to those of dwarven blood. They show special favoritism in both priority and access to the Sage’s Guild of Tar- Kazmukh, an organization that’s dedicated to the study of all things arcane and planar. Despite their racial and local loyalties, though, the Blue Warders are generally happy to escort those of other races or with allegiances to other scholarly organizations through the library, provided such visitors come to them in peace and with a polite request. However, they reserve the right to deny access to anyone they deem an enemy of their people—and to any who are too rude or presumptuous.