Jailer

Level 3
Creature· humanMediumRemaster
AC
18
HP
45
Speed
25 ft.
Perception
+9
Fort
+8
Ref
+10
Will
+7
Languages common
Skills athletics +11, intimidation +7, diplomacy +5
Recall Knowledge DC 18 (society)

Attacks

Melee Club +11, Damage 1d6+8 bludgeoning
Melee Club +10 (thrown 10 ft.), Damage 1d6+8 bludgeoning
Melee Fist +11 (agile, nonlethal, unarmed), Damage 1d4+8 bludgeoning
Melee Crossbow +10 (reload 1 ft.), Damage 1d8+4 piercing

Abilities

+1 Bonus on Perception to Find Concealed Objectsinteraction
Reactive Strike
Efficient Capture◆◆◆

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 against the target's AC, they apply the manacles.

Intimidating Strike◆◆

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.

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 on anyone unable to pay for clemency.