pf2e.fyi
From Pathfinder Adventure: The Enmity Cycle, which isn't enabled.

Noolik

CREATURE 4

Jinkin leader

Perception +11; darkvision
Languages Sakvroth
Skills Acrobatics +12, Crafting +10 (+12 traps), Deception +8, Nature +8, Stealth +12, Thievery +12
Str +0, Dex +6, Con +2, Int +3, Wis +3, Cha +3

AC 21; Fort +9, Ref +14, Will +10
HP 58; Weaknesses cold iron 4

Speed 30 feet
Melee Shortsword +14 (agile, finesse, magical, versatile s), Damage 1d6+5 piercing
Primal Innate Spells DC 21, attack +13; Cantrips (1st) Prestidigitation
Sneak Attack

Noolik deals an additional 2d6 precision damage to Off-Guard creatures.

Tinker (curse, primal)

A group of six jinkins can work together for an hour to imbue an item with a curse at a range of 60 feet. While this process is lengthy, it's also unobtrusive and can be performed while Hiding. Jinkins prefer to use this ability on magic items. The curse makes the item unreliable (DC 5 flat check or waste any action to Interact with or Activate the item), adds a bizarre requirement to use the item, or imparts some other curse of a similar caliber.

Trap Tinker

Noolik can cause a complex mechanical trap to continue longer than its normal duration. She moves up to her speed and Interacts with a trap. The trap can use its reaction during its next round as well as its routine, although its initiative doesn't change.

Pathfinder Adventure: The Enmity CycleOGL