Monster Dossier

Swordkeeper

Swordkeeper is a fantasy monster entry from source B3.

Level 10

Traits

uncommonlnlargeconstructmindless

Rules & statistics

Monster Profile

Perception

20

Languages

Languages
  • common

Skills

Acrobatics
21
Athletics
23

Ability Mods

Str
7
Dex
5
Con
5
Int
-5
Wis
2
Cha
-5

Items

  • +1 striking disrupting longsword

Defenses

Ac
Std
29
With guard raised
31
Saving Throws
Fort
21
Ref
19
Will
14
Hp
  • Hp
    285
Immunities
  • mental
  • poison
  • death effects
  • disease
  • doomed
  • drained
  • fatigued
  • healing
  • necromancy
  • nonlethal attacks
  • paralyzed

Speed

Walk
20

Attacks

  • Range
    Melee
    Name
    echoblade
    Attack
    23
    Traits
    • magical
    • reach
    • versatile
    Damage
    2d8+13 slashing plus 1d8 force
    Types
    • force
    • slashing
  • Range
    Melee
    Name
    fist
    Attack
    23
    Traits
    • agile
    • reach
    Damage
    2d8+13 bludgeoning
    Types
    • bludgeoning
  • Range
    Ranged
    Name
    echoblade
    Attack
    23
    Traits
    • agile
    • magical
    • thrown
    Damage
    2d8+13 slashing plus 1d8 force
    Types
    • force
    • slashing

Abilities

Top
  • Entries
    • 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 32 Thievery checks to Disable a Device to open; on a critical failure, the backlash deals 6d6 force damage (30 basic Reflex save) to the creature attempting the check. If the swordkeeper is immobilized, grabbed, prone, or stunned, both DCs are reduced by 2. If the weapon is removed, the swordkeeper's echoblades vanish.
    Name
    Central Weapon
Mid
  • Activity
    Number
    1
    Unit
    reaction
    Name
    Attack of Opportunity
Bot
  • Activity
    Number
    1
    Unit
    action
    Entries
    • Frequency once per round; The swordkeeper makes two melee echoblade Strike||Strikes.
    • If both Strike||Strikes hit the same creature, combine their damage for the purpose of resistances and weakness. Apply the swordkeeper's multiple attack penalty normally.
    Name
    Echoblade Flurry
  • Activity
    Number
    1
    Unit
    free
    Requirements
    The swordkeeper has a central weapon
    Entries
    • The swordkeeper projects an echoblade—a force copy of its central weapon that deals 1d8 additional force damage and gains thrown . 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.
    Name
    Project Echoblade
  • Activity
    Number
    2
    Unit
    action
    Traits
    • force
    Requirements
    The swordkeeper has a central weapon
    Entries
    • The swordkeeper projects a massive echoblade held in all four hands, dealing 9d8 force damage to all creatures in a 30-foot line (30 basic Reflex save). It can't use Colossal Echo again for 1d4 rounds.
    Name
    Colossal Echo
  • Activity
    Number
    1
    Unit
    action
    Entries
    • The swordkeeper raises an echoblade to protect itself, gaining a +2 circumstance bonus to AC until the start of its next turn.
    Name
    Raise Guard

Background

Lore

No lore provided.