pf2e.fyi
From Pathfinder #146: Cult of Cinders, which isn't enabled.

Gerhard Pendergrast

CREATURE 8

Male human explorer

Perception +19
Languages Azlanti, Common
Skills Azlanti Lore +14, Deception +18, Diplomacy +12, Engineering Lore +14, Intimidation +18, Nature +16, Performance +16, Survival +18
Str +3, Dex +4, Con +5, Int +0, Wis -1, Cha +6
Items Dagger (10), Whip, Leather Armor, Shoddy Blunderbuss, Monocle, Black Powder (Keg) (3), Gunpowder (10), Tindertwig (5), Grapeshot (10), Bag of Holding (Type I)

AC 26; Fort +17, Ref +16, Will +11
HP 135
Whiplash
Trigger A creature within 10 feet of Gerhard uses an action with the move trait to leave a square.

Effect Gerhard attempts to Trip the triggering creature. On a success, the creature also takes damage as if Gerhard hit with his whip Strike, and if the creature was flying, it falls 30 feet.

Speed 25 feet
Melee Whip +19 (disarm, finesse, magical, nonlethal, reach 10, trip), Damage 2d4+6 slashing
Melee Fist +18 (agile, finesse, unarmed), Damage 1d4+6 bludgeoning plus Manly Left Hook
Melee Dagger +18 (agile, finesse, versatile s), Damage 1d4+6 piercing
Melee Dagger +18 (agile, thrown 10, versatile s), Damage 1d4+6 piercing
Manly Left Hook

A creature struck by Gerhard's punch must succeed at a DC 23 Fortitude save or be Stunned 1 (or Stunned 3 on a critical failure).

Shoddy Blunderbuss

Gerhard fires an explosive shot from his blunderbuss that deals 4d6 bludgeoning damage plus 2d10 fire damage to all creatures in a 30-foot cone (DC 26 basic Reflex).

When firing the blunderbuss, Gerhard must succeed at a DC 20 Crafting or Engineering Lore check or the weapon explodes, damaging him for the same amount as the creatures in the cone and destroying itself. If someone other than Gerhard uses the weapon, they must critically succeed at the check. A successful DC 22 Crafting check is enough to confirm the weapon's unstable nature if someone examines it beforehand.

Reloading the blunderbuss takes 3 Interact actions: adding 1 dose of gunpowder, adding 1 grapeshot canister, and packing the contents.

Whip Swing (move)
Requirement Gerhard is in a jungle, dense forest, or an area with numerous overhead beams.

Effect Gerhard uses his whip to lash upward to wrap around an overhanging tree branch; he then swings up to 30 feet in a straight line, and must end the movement on solid ground or fall.
Pathfinder #146: Cult of CindersOGL