Hellbound Jailer (3-4)

Level 3
Creature· devilUncommonMediumLegacy
AC 20
HP 45
Speed 25 ft.
Fort +8
Ref +10
Will +7
Perc +9
Size Medium
Uncommon
Resistances fire 3
Weaknesses holy 1
Languages common, diabolic
Senses greater-darkvision
Skills athletics +11, deception +7, intimidation +7, diplomacy +5
Recall Knowledge religion or society DC 20

Attacks

Melee Club +11/+6/+1(unholy)
Damage: 1d6+8 bludgeoning
Melee Club +10/+5/+0(thrown 10 ft., unholy)
Damage: 1d6+6 bludgeoning
Ranged Crossbow +10/+5/+0 (range 120 ft.)(reload 1 ft., unholy)
Damage: 1d8+4 piercing

Abilities

Greater Darkvisioninteraction

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. A creature with greater darkvision can see through even forms of magical darkness.

Attack of Opportunitydefensive

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◆◆◆offensive(attack, manipulate)

Requirements The jailer has manacles in hand and is adjacent to a creature

The jailer attempts to bind the creature's wrists or ankles with the manacles. If the jailer succeeds at an attack roll with a efficient-capture modifier against the target's AC, they apply the manacles.

Subdue Prisonersoffensive

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