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From Pathfinder Society Scenario #5-14: Poisonous Council, which isn't enabled.

Tough Ghostknife Infiltrator

CREATURE 5
Perception +10; low-light vision
Languages Common, Vishkanyan
Skills Acrobatics +12, Athletics +10, Deception +14, Diplomacy +12, Society +10, Stealth +14, Thievery +12
Str +3, Dex +5, Con +2, Int +1, Wis +2, Cha +3

AC 22; Fort +9, Ref +14, Will +11
HP 75
+2 to Fortitude Saves vs. Poison

Speed 25 feet
Melee Kukri +14 (agile, finesse, trip), Damage 1d6+7 slashing
Melee Shuriken +14 (agile, monk, reload 0, thrown 20), Damage 1d4+7 piercing
Envenom
Frequency once per day

Effect Using either saliva or blood, the infiltrator applies vishkanyan venom to one weapon they're holding. To use their blood, they must be injured, or they can deal themselves 1 slashing damage as part of the action.
Flexible

The infiltrator is adept at dealing with tight situations. They have a +1 circumstance bonus to checks to Escape.

Proficient Poisoner

The infiltrator doesn't lose the poison on a weapon due to a critically failed Strike.

Sneak Attack

The infiltrator deals 2d6 extra precision damage to Off-Guard creatures.

Vishkanyan Venom (injury, poison)
Saving Throw DC 20 Fortitude
Maximum Duration 6 rounds
Stage 1 1d6 poison damage (1 round)
Stage 2 1d6 poison damage and Off-Guard (1 round)
Stage 3 2d6 poison damage, off-guard, and a –5-foot penalty to Speed (1 round)
Pathfinder Society Scenario #5-14: Poisonous CouncilOGL