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Jailer

Creature 3 — human, humanoid

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. Larger societies rely on those with the authority and the ability to interpret and enforce laws. Some carry out these duties fairly, but others are harsh and cruel, imposing severe punishments

Source: pathfinder-npc-core

Perception +9
Skills athletics +11, diplomacy +5, intimidation +7
Str
+4
Dex
+3
Con
+1
Int
+0
Wis
+2
Cha
+0
AC 18 Fort +8 Ref +10 Will +7
HP 45
Speed 25 feet

Offense

Melee Club +11, Damage 1d6+8 bludgeoning
Ranged Club +10, Damage 1d6+8 bludgeoning
Melee Fist +11, Damage 1d4+8 bludgeoning
Ranged Crossbow +10, Damage 1d8+4 piercing

Abilities

+1 Bonus on Perception to Find Concealed Objects
Reactive Strike — Reactive Strike
Efficient Capture (attack, manipulate) —
Intimidating Strike (emotion, fear, 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.

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