Barkeep

CREATURE 1

n medium human humanoid 

Perception +6

Languages Common

Skills Alcohol Lore +9, Athletics +6, Deception +6, Diplomacy +8, Performance +6, Society +5, Thievery +3

Str +3 Dex +0 Con +2 Int +0 Wis +1 Cha +3

Items barkeep's apron (functions as padded armor), flask of whiskey, pewter mug, sap

AC  14; Fort +7, Ref +3, Will +6

HP 25

Speed 25 feet

Melee [>] sap +6 (agile, nonlethal), Damage 1d6+3 bludgeoning

Melee [>] fist +6 (agile, nonlethal), Damage 1d4+3 bludgeoning

Ranged [>] pewter mug +3 (thrown 10 feet), Damage 1d4+3 bludgeoning

Bar Brawler The barkeep has been in enough bar fights to know how to throw a few punches. When fighting in their bar and making a nonlethal attack, the barkeep gains a +1 circumstance bonus to attack rolls and deals an additional 1d4 damage.

Barkeep's Advice [>>>] (auditory, fortune, linguistic, mental) Frequency once per day; Effect The barkeep gives some pertinent advice to a single creature other than themself. For 24 hours, when that creature fails a skill check or saving throw, they can recall this advice and reroll the check, using the second result instead. Once that creature uses this ability, its effect ends. A creature that receives the Barkeep's Advice is temporarily immune to the ability for 1 month.

Gamemastery Guide, page 238.

Open Barkeep in the interactive creatures list or browse all creatures starting with B.