pf2e.fyi
From Pathfinder #180: The Smoking Gun, which isn't enabled.

Corrupt Shieldmarshal (Clan Pistol)

CREATURE 7

Various law enforcers

Perception +18; +20 to sense motive or vs. conceal an object
Languages Common, Dwarven, Kelish
Skills Acrobatics +17, Crafting +15, Diplomacy +15, Legal Lore +13
Str +4, Dex +5, Con +2, Int +0, Wis +0, Cha +2

AC 25; Fort +15, Ref +18, Will +12
HP 120

Speed 25 feet
Melee Longsword +17 (versatile p), Damage 1d8+7 slashing
Ranged Clan Pistol +19 (concussive, fatal d10, magical, reload 1, range increment 80 feet), Damage 1d6+3 piercing
Firearms Critical Specialization

When the shieldmarshal makes a critical hit with a firearm weapon, the target must succeed at a DC 25 Fortitude save or be Stunned 1.

Lawbringer

The shieldmarshal marks a foe for judgment, granting the shieldmarshal a +10-foot circumstance bonus to Speed whenever it Strides toward that creature. The shieldmarshal's Strikes against that creature deal an additional 2d8 precision damage.

Reloading Strike

The shieldmarshal makes a melee Strike against an opponent within reach and Interacts to reload a firearm in their other hand.

Pathfinder #180: The Smoking GunOGL