Jailer

CREATURE 3

ln medium human humanoid 

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

Attack of Opportunity [R]

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.