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Promise Guard

Creature 17 (rare) — human, humanoid

Pre-Remaster content. May include legacy alignment.

AnvilCrasherLAND

Source: age-of-ashes-bestiary (Pre-Remaster)

Perception +29
Languages common, draconic
Skills athletics +33, diplomacy +30, Hermea Lore +33, intimidation +33, society +30, survival +28
Str
+8
Dex
+2
Con
+9
Int
+2
Wis
+3
Cha
+2
Items Longsword, Composite Shortbow, Sturdy Shield (Greater), Full Plate, Potion of Flying (Greater)
AC 43 Fort +32 Ref +26 Will +29
HP 330
Speed 30 feet

Offense

Melee Longsword (magical, versatile-p) +38, Damage 7d8+8 slashing
Ranged Composite Shortbow (deadly-3d10, magical, propulsive, reload-0) +36, range increment 60 feet, Damage 4d8+8 piercing

Abilities

Attack of Opportunity (Special) — 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
Shield Warden — A Promise guard can use their Shield Block reaction to prevent damage to an adjacent ally.
Shield Shove — The Promise guard makes a Strike with their longsword, then attempts to push the target back. If the Strike hits, the target is Off-Guard 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 — 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.

WORKS WELL WITH

SniperLANDThe Anvil holds the line and protects the Sniper from melee engagement while the Sniper contributes consistent damage from range.
WeaverLANDAttack of Opportunity on concentrate actions deters enemy spellcasting while the Weaver repositions the battlefield.
MenderLANDShield Warden allows the Anvil to block damage for the Mender, keeping sustain active under pressure.

PUNISHES

✖ spellcasting✖ focus fire✖ kiting
Stacking multiple Anvils may reduce the party's overall damage output.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #150: Broken Promises.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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