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Promise GuardCreature 17


RareLNMediumHumanHumanoid
Source Pathfinder #150: Broken Promises
Perception +29
Languages Common, Draconic
Skills Athletics +33, Diplomacy +30, Lore +33, Intimidation +33, Society +30, Survival +28
Str +8, Dex +2, Con +9, Int +2, Wis +3, Cha +2

AC 43; Fort +32; Reflex +26; Will +29;
HP 330
Speed 30 feet

Longsword One Action +38 (+33, +28) to hit (magical, versatile p) 7d8+8 Slashing
Composite Shortbow One Action +36 (+31, +26) to hit (deadly 3d10, magical, propulsive, range increment 60, reload 0) 4d8+8 Piercing

Attack of Opportunity Reaction

A Promise Guard can use Attack of Opportunity when a creature within her reach uses a concentrate action, in addition to its normal trigger. They can disrupt triggering concentrate actions, and they disrupt actions on any hit, not just a critical hit.


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.

Promise Guard Stance

A promise guard always has her shield raised as if they had used the Raise a Shield action, as long as they meet that action's requirements.

Shield Block Reaction

Trigger The monster has its shield raised and takes damage from a physical attack.


Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.

Shield Warden

A Promise guard can use their Shield Block reaction to prevent damage to an adjacent ally.

Shield Shove Two Actions

The Promise guard makes a Strike with their longsword, then attempts to push the target back. If the Strike hits, the target is Flat-Footed until the start of the guard's next turn, and the guard can automatically Shove the target, with the same benefits as the Shove action (including the critical success effect if the Strike was a critical hit). If the guard moves to follow the target, this movement doesn't trigger reactions. In addition, if the target has to stop moving because it would hit an object, it takes damage equal to the guard's Strength modifier.

Sudden Charge Two Actions

The Promise guard Strides up to double their Speed. If the guard ends their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.