Monster Dossier
Swordkeeper
Swordkeeper is a fantasy monster entry from source B3.
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.