pf2e.fyi
From Pathfinder Society Scenario #6-07: A God Falls Where Magic Fails, which isn't enabled.

Chelaxian Rogue

CREATURE 6
Perception +16; (+18 to detect snares and hazards)
Languages Common, Dwarven, Elven, Gnomish, Halfling
Skills Deception +17, Diplomacy +15, Performance +15, Society +16, Stealth +16 (+17 in dungeons while wearing camouflage suit), Thievery +14, Underworld Lore +14
Str +0, Dex +4, Con +0, Int +2, Wis +3, Cha +5
Unnoticeable Guile

The Chelaxian rogue is an expert at maintaining perfect stillness and blending into their surroundings. Each non-ally creature who has not been targeted by or subject to an attack or effect made by the Chelaxian rogue must, at the start of their turn, succeed at a DC 26 Will save (DC 27 Will in dungeon environments while the Chelaxian rogue is wearing their camouflage suit) or the Chelaxian rogue becomes Hidden to them. This effect ends if the Chelaxian rogue moves without Sneaking or takes any hostile action against the non-ally creature. This does not prevent a creature from making Perception checks to Seek, making the rogue Observed as normal on a success.


AC 24; Fort +10, Ref +16, Will +15
HP 94
+2 to Perception to Detect Snares and Hazards

Speed 25 feet
Melee Dagger +16 (agile, finesse, magical, versatile s), Damage 1d4+4 piercing
Melee Dagger +16 (agile, magical, thrown 10, versatile s), Damage 1d4+4 piercing
Melee Fist +15 (agile, finesse, nonlethal, unarmed), Damage 1d4+4 bludgeoning
Devilish Feint

When the Chelaxian rogue successfully Feints, the target is Off-Guard against the Chelaxian rogue's weapon attacks until the end of the Chelaxian rogue's next turn. On a critical success, the target is off-guard against all weapon attacks for that time, not just the Chelaxian rogue's.

Sneak Attack

The Chelaxian rogue deals an additional 3d6 precision damage to Off-Guard creatures.

Strike of Terror
Requirements The Chelaxian rogue is Hidden from the target of this ability

Effect The Chelaxian rogue makes a Strike with a dagger. If they hit and deal damage, the damaged creature is Frightened 1 (or Frightened 2 on a critical hit).
Pathfinder Society Scenario #6-07: A God Falls Where Magic FailsORC