pf2e.fyi
From Pathfinder Society Scenario #1-22: Doom of Cassomir, which isn't enabled.

Dockhand Cultist

CREATURE 0
Perception +3
Languages Common
Skills Acrobatics +3, Athletics +5, Groetus Lore +4, Intimidation +3
Str +3, Dex +1, Con +3, Int +0, Wis +1, Cha +1
Items Leather Armor, Empty Bottle (3), Whiskey

AC 14; Fort +7, Ref +5, Will +3
HP 20

Speed 25 feet
Melee Fist +7 (agile, nonlethal, unarmed), Damage 1d4+3 bludgeoning
Melee Bottle +5 (agile, thrown 20), Damage 1d6+3 bludgeoning
Heft Crate (manipulate)
Requirements The dockhand is adjacent to a crate

Effect The dockhand picks up a crate and heaves it up to 15 feet. Upon landing, the crate breaks open in a 5-foot burst. Each creature within the area takes 2d6 bludgeoning damage (DC 13 basic Reflex save), and the area becomes difficult terrain until cleared.
Swig (manipulate)

The dockhand Interacts to either draw a bottle of Alcohol or pick up a nearby unattended bottle of alcohol and drink the whole thing.

For 1 minute, the dockhand gains a +2 item bonus to melee damage rolls and saving throws against fear, but they become Clumsy 1.

Pathfinder Society Scenario #1-22: Doom of CassomirOGL