SwordkeeperCreature 10
Source Pathfinder Bestiary 3
Perception +20
Languages Common
Skills Acrobatics +21, Athletics +23
Str +7, Dex +5, Con +5, Int -5, Wis +2, Cha -5
AC 29 31 with guard raised; Fort +21; Reflex +19; Will +14;
HP 285
Speed 20 feet
Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison
Echoblade +23 (+18, +13) to hit (magical, reach 10, versatile p) 2d8+13 Slashing + 1d8 Force
Fist +23 (+19, +15) to hit (agile, reach 10) 2d8+13 Bludgeoning
Echoblade +23 (+19, +15) to hit (agile, magical, thrown 30) 2d8+13 Slashing + 1d8 Force
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 to open; on a critical failure, the backlash deals 6d6 force damage (DC 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.
Attack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
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 FlurryFrequency 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 EchobladeRequirements The swordkeeper has a central weapon
Effect The swordkeeper projects an echoblade-a force copy of its central weapon that deals 1d8 additional 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 GuardEffect 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
Collectors who want to guard their magical arsenals procure or build swordkeepers. These constructs are equal parts display case and security system, each holding a single weapon within its body and projecting copies of the weapon it stores to deter would-be thieves.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ConstructA construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.