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Hellbound Jailer (3-4)Creature 3

Source Pathfinder Society Scenario #3-07: The Locked Lodge
Perception +9 ((+10 to find concealed objects); greater darkvision)
Languages Common, Infernal
Skills Athletics +11, Deception +7, Diplomacy +5, Intimidation +7
Str +4, Dex +3, Con +1, Int +0, Wis +2, Cha +0

AC 20; Fort +8; Reflex +10; Will +7;
HP 45
Speed 25 feet
Weaknesses Good 1
Resistances Fire 3

Club One Action +11 (+6, +1) to hit 1d6+8 Bludgeoning
Club One Action +10 (+5, +0) to hit (thrown 10) 1d6+6 Bludgeoning
Crossbow One Action +10 (+5, +0) to hit (range increment 120, reload 1) 1d8+4 Piercing

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.

Attack of Opportunity Reaction

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.

Efficient Capture Three Actions (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.

Subdue Prisoners

The jailer doesn't take the normal penalty for making a nonlethal attack when attacking with their club.



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.


A 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.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.