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Verdant Swordkeeper

Creature 10 (uncommon) — construct, mindless

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.

Source: wardens-of-wildwood-bestiary

Perception +20
Skills acrobatics +21, athletics +23
Str
+7
Dex
+5
Con
+5
Int
-5
Wis
+2
Cha
-5
AC 29 Fort +21 Ref +19 Will +14
HP 285
Speed 20 feet

Offense

Melee Echoblade +23, Damage 2d4+15 bludgeoning plus 1d8 force
Melee Fist +23, Damage 2d8+13 bludgeoning
Ranged Echoblade +23, Damage 2d4+15 bludgeoning plus 1d8 force

Abilities

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 open; on a critical failure, the backlash deals 6d6 force damage (DC 30 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 Opportunity — Attack Of Opportunity
Colossal Echo (force) — 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
Raise Guard

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