CREATURE 3
Perception +9 (+10 to find concealed objects)
Languages Common
Skills Athletics +11, Diplomacy +5, Intimidation +7
Str +4 Dex +3 Con +1 Int +0 Wis +2 Cha +0
AC 20; Fort +8, Ref +10, Will +7
HP 45
Speed 25 feet
Melee club +11, Damage 1d6+8 bludgeoning
Ranged crossbow +10 (range increment 120 feet, reload 1), Damage 1d8+4 piercing
Melee club +10 (thrown 10 feet), Damage 1d6+6 bludgeoning
Efficient Capture (attack, manipulate) Requirements The jailer has manacles in hand and is adjacent to a creature; Effect The jailer attempts to bind the creature's wrists or ankles with the manacles. If the jailer succeeds at an attack roll with a +9 modifier against the target's AC, they apply the manacles.
Intimidating Strike (emotion, fear, fighter, mental) The jailer makes a melee Strike. If it hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit.
Subdue Prisoners The jailer doesn't take the normal penalty for making a nonlethal attack when attacking with their club.
Gamemastery Guide, page 234.
Open Jailer in the interactive creatures list or browse all creatures starting with J.