Casino BouncerCreature 8
Source Pathfinder #159: All or Nothing
Perception +20
Languages Common
Skills Athletics +20, Diplomacy +15, Intimidation +19, Society +16
Str +4, Dex +2, Con +5, Int +0, Wis +2, Cha +1
AC 27; Fort +19; Reflex +13; Will +13;
HP 150
Speed 25 feet
Fist +20 (+16, +12) to hit (agile, finesse, nonlethal, unarmed) 2d6+6 Bludgeoning
Sap +21 (+17, +13) to hit (agile, magical, nonlethal) 2d6+6 Bludgeoning
Attack of Opportunity
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Escort from the PremisesRequirements The casino bouncer has Grabbed a Medium or smaller target and is wielding a nonlethal weapon in the other hand
Effect The casino bouncer makes a Strike against the grabbed target with the nonlethal weapon. If the Strike hits, it deals damage as usual and the casino bouncer moves the target 5 feet (this is forced movement) and Steps into the space the target had just occupied.
Intimidating Stare (concentrate, emotion, mental, visual)The casino bouncer attempts to Demoralize a creature with a mere glance. The casino bouncer doesn't take a penalty to their Intimidation check if the target doesn't speak the same language.
If the bouncer rolls a critical success, the target can't reduce the value of its frightened condition until 1d4 rounds have passed.
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.