Swordkeeper

Creature 10
  • uncommon
  • Large
  • construct
  • mindless
Perception
+20
Skills
Acrobatics +21, Athletics +23
Str +7, Dex +5, Con +5, Int −5, Wis +2, Cha −5
Items
longsword

Central Weapon A swordkeeper's torso houses a single weapon of a level no higher than the swordkeeper. While the swordkeeper is operational, the chamber requires four successful DC 32 Thievery checks to Disable Device (DC 32) to open; on a critical failure, magical backlash deals 6d6 force damage (DC 30 basic Reflex save) to the creature attempting the check.

If the swordkeeper is Grabbed, Immobilized, Prone, or Stunned, both DCs are reduced by 2.

If the weapon is removed, the swordkeeper's echoblades vanish.

AC
29 31 with guard raised; Fort +21, Ref +19, Will +14
HP
245

Reactive Strike ⟲

Speed
20 feet

Melee ◆ echoblade +23 (magical, reach 10 feet, versatile p), Damage 2d8+13 slashing plus 1d8 force

Ranged ◆ echoblade +23 (agile, magical, thrown 30 feet), Damage 2d8+13 slashing plus 1d8 force

Melee ◆ fist +23 (agile, reach 10 feet, unarmed), Damage 2d8+13 bludgeoning

Colossal Echo ◆◆ (force) Requirements The swordkeeper has a central weapon

Effect The swordkeeper projects a massive echoblade held in all four hands, dealing 9d8 force damage to all creatures in a 30-foot line (DC 30 basic Reflex save). It can't use Colossal Echo again for 1d4 rounds.

Echoblade Flurry ◆ Frequency once per round

Effect The swordkeeper makes two melee echoblade Strikes. If both Strikes hit the same creature, combine their damage for the purpose of resistances and weakness. Apply the swordkeeper's multiple attack penalty normally.

Project Echoblade ◇ Requirements The swordkeeper has a central weapon

Effect The swordkeeper projects an echoblade—a force copy of its central weapon that deals an additional 1d8 force damage and gains thrown 30 feet. Echoblades inherit the weapon damage dice, weapon traits, and runes of the central weapon but no other abilities or activations. The swordkeeper gains access to their critical specialization effects. The swordkeeper can have up to four echoblades at once; unattended echoblades vanish at the end of the swordkeeper's turn.

Raise Guard ◆ Effect The swordkeeper raises an echoblade to protect itself, gaining a +2 circumstance bonus to AC until the start of its next turn.

Effect: Raise Guard

Source: Pathfinder Monster Core 2

Running this fight? Add the swordkeeper to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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