Copper Hand RogueCreature 4
Source Pathfinder #158: Sixty Feet Under
Perception +13
Languages Common, Vudrani
Skills Acrobatics +12, Athletics +10, Deception +11, Stealth +12, Thievery +12
Str +2, Dex +4, Con +2, Int +0, Wis +2, Cha +1
AC 21; Fort +12; Reflex +14; Will +10;
HP 60
Speed 25 feet
Shortsword +14 (+10, +6) to hit (agile, finesse, versatile s) 1d6+5 Piercing
Hand Crossbow +14 (+9, +4) to hit (range increment 60, reload 1) 1d6 Piercing
Nimble Dodge
Trigger A creature targets the Copper Hand rogue with an attack, and the rogue can see the attacker
Effect The rogue dodges out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
Poison WeaponThe rogue applies one of their black adder venom poisons to their wielded weapon. If their next attack with that weapon before the end of their next turn hits and deals damage, the target is afflicted with the poison.
Sneak AttackThe Copper Hand rogue deals 1d6 additional precision damage to flat-footed creatures.
When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
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.