Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core 2.
The Swordkeeper is a Level 10 creature, with Armor Class 29 and 245 hit points. A Swordkeeper is a massive, four-armed sentinel designed to protect and replicate a singular masterwork blade stored within its armored core.
Armor Class: 29 (31 with guard raised) 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, 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. Reactive Strike (reaction). Trigger 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 (2 actions) (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 (1 action). 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 (free action). 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 (1 action). Effect The swordkeeper raises an echoblade to protect itself, gaining a +2 circumstance bonus to AC until the start of its next turn.
245 hit points.
Level 10.
AC 29.
Speed 20 ft.
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