Jailer Creature 3

LNMediumHumanHumanoid

Pathfinder Gamemastery Guide (Second Edition), page 233; family: Officers

A jailer’s primary responsibility is to keep prisoners from escaping. Jailers must often use force, or the threat of force, to keep their charges in line, as even the most carefully crafted cells, manacles, or chains can fail with time and persistence when the prisoners have the will to attempt an escape.


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

Items club, crossbow (20 bolts), keyring, simple manacles, signal whistle, studded leather armor

AC 20; Fort +8, Ref +10, Will +7

HP 45

Attack of Opportunity

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.