pf2e.fyi
From Pathfinder Society Scenario #6-14: Twice in Steel, which isn't enabled.

Derakni

CREATURE 8
Perception +17; scent (imprecise) 30 feet
Languages Chthonian, Draconic, Empyrean; Telepathy 100 ft
Skills Acrobatics +16, Athletics +18, Stealth +16
Str +6, Dex +4, Con +4, Int +0, Wis +2, Cha +2

AC 27; Fort +16, Ref +19, Will +13
HP 139; Immunities poison; Weaknesses cold iron 5; Resistances acid 10, cold 10, fire 10

Speed 25 feet, fly 40 feet
Melee Claw +18 (agile, reach 10, unarmed, unholy), Damage 2d6+8 slashing
Melee Stinger +18 (reach 10, unarmed, unholy), Damage 2d8+9 piercing plus Abyssal Poison
Divine Innate Spells DC 23, attack +15; 4th Translocate
Abyssal Poison
Saving Throw DC 23 Fortitude
Maximum Duration 6 rounds
Stage 1 2d6 poison damage plus Enfeebled 1 (1 round)
Stage 2 2d8 poison damage plus Enfeebled 2 (1 round)
Stage 3 2d10 poison damage plus Enfeebled 3 (1 round)
Droning Flyby (auditory, mental)

The drone of the derakni's wings mesmerizes listeners. The derakni Flies. All creatures within 20 feet of the derakni at any point during this movement must attempt a DC 23 Will saving throw. On a failure, the target is Confused for 1 round (3 rounds on a critical failure); on a success, the target is immune for 1 minute.

Pathfinder Society Scenario #6-14: Twice in SteelORC