pf2e.fyi
From Pathfinder Society Scenario #1-18: Lodge of the Living God, which isn't enabled.

Elite Glass River Midge

CREATURE 1
Perception +8; darkvision, scent (imprecise) 60 feet
Skills Acrobatics +8, Stealth +12
Str -4, Dex +3, Con +0, Int -5, Wis +1, Cha -2

AC 18; Fort +5, Ref +8, Will +4
HP 16

Speed 10 feet, fly 30 feet
Melee Barbed Leg +10 (finesse), Damage plus Attach
Attach

When a Glass River midge hits a target larger than itself, its barbed legs attach it to that creature. This is similar to Grabbing the creature, but the midge moves with that creature rather than holding it in place. The midge is Off-Guard while attached. If the midge is killed or pushed away while attached to a creature it has drained blood from, that creature takes 1 bleed damage. Escaping the attach or removing the midge in other ways doesn't cause bleed damage.

Blood Drain
Requirements The Glass River midge is attached to a creature

Effect The midge uses its proboscis to drain blood from the creature it's attached to. This deals 1d4+2 damage, and the midge gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a midge is Drained 1 until it receives healing (of any kind or amount).
Camouflage

The Glass River midge can Hide in natural environments even if it doesn't have cover.

Pathfinder Society Scenario #1-18: Lodge of the Living GodOGL