Swordwraith* (CR 7)
Alignment: Usually lawful evil
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: Listen +7 and Spot +7
Languages: usually Common
AC: 20 (+1 Dex, +6 +1 breastplate, +3 +1 large metal shield), touch 11, flat-footed 19
Hit Dice: 5d12 (32 hp); DR: 10/magic and slashing
Fort +5, Ref +3, Will +3
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +8
Attack: +1 longsword +10 melee, or +1 heavy crossbow +7 ranged
Full Attack: +1 longsword +10 melee, or +1 heavy crossbow +7 ranged
Damage: Longsword 1d8+6 and Strength damage, or heavy crossbow 1d10+1
Special Attacks/Actions: Strength damage
Abilities: Str 17, Dex 13, Con -, Int 11, Wis 13, Cha 8
Special Qualities: turn resistance +2, undead traits, (human Ftr 5)
Feats: Alertness (B); Cleave; Improved Initiative; Iron Will (B); Power Attack; Quick Draw; Weapon Focus (longsword); Weapon Specialization (longsword)
Skills: Climb +3, Hide +5, Jump +3, Listen +7, Move Silently +1, Ride +5, and Spot +7
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary, company (2-8), or squadron (11-20 plus 1 leader of 6th-9th level)
Some mercenaries are so dedicated to a life of war that they rise from death to continue the battle, prowling the site of their deaths or the places of their burial, looking for foes to put to the sword.
Swordwraiths appear similar to how they did in life, although their equipment is more battered and their flesh appears insubstantial. In dim light or darkness, their eyes can be seen to glow dimly. As most in a particular band come from the same mercenary company, they usually bear the same insignia.
Swordwraiths speak any languages they knew in life. Some have been willing to parlay with those they consider their military equal.
The sample swordwraith uses a 5th-level human fighter as the base creature.
This is a sample creature derived from a Template.