Slaver (CR 3)
Human fighter 2/ranger 2
Medium humanoid
Init +2; Senses Notice 18
AC 15, flat-footed 13
(+3 armor, +2 Dex)
hp 30 (4d10+8)
Fort +8, Ref +5, Will +1; +1 vs. fear
Defensive Abilities bravery +1
Speed 30 ft.
Melee mwk guisarme +9 (2d4+4/×3) or mwk sap +8 (1d6+3 nonlethal) or spiked gauntlet +7 (1d4+3)
Ranged bolas +7 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
Special Attacks favored enemy (humans +2)
Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +7; CMD 19 (20 vs. Intimidate)
Feats Combat Reflexes, Exotic Weapon Proficiency (bolas), Precise Shot, Step Up, Weapon Focus (thrown), Weapon Focus (pole arms)
Skills Athletics +10 (+12 climb), Handle Animal +5, Perception +8, Ride +7, Sap +10, Stealth +9, Survival +8 (+9 tracking)
Languages Common
SQ track +1, wild empathy +1
Combat Gear feather token (whip), tanglefoot bags (2); Other Gear masterwork studded leather, bolas (3), masterwork guisarme, masterwork sap, spiked gauntlet, climber's kit, drow poison (2 doses), manacles

Boon Slavers can provide information on slave-trading routes, major customers, and the likely location of specific enslaved individuals, providing a +2 circumstance bonus on Diplomacy checks to gather information about such topics.

Slavers are the scourge of free societies, sneaking into towns and villages by night and capturing the innocent, spiriting them away to underground slave markets or taking them by ship to mines, plantations, and pleasure palaces across the sea.

Slavers can also be used as riot police, low-level bounty hunters, exotic gladiators, or any kind of guard or soldier who prefers to capture opponents rather than kill them.

Slavers will sometimes employ a pair of prostitutes to inveigle their victims into a compromising position (CR 5) or a pair of street thugs to help overpower victims (CR 5). Slavers might also be found with captured slaves; these slaves could be any of the NPCs in this chapter, such as commoners or aristocrats.