Tough Ghostknife InfiltratorCreature 5
Source Pathfinder Society Scenario #5-14: Poisonous Council
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; Reflex +14; Will +11;
HP 75
Speed 25 feet
Kukri
+14 (+10, +6) to hit (agile, finesse, trip) 1d6+7 SlashingShuriken
+14 (+10, +6) to hit (agile, monk, reload 0, thrown 20) 1d4+7 Piercing+2 to Fortitude Saves vs. PoisonEnvenom

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.
FlexibleThe infiltrator is adept at dealing with tight situations. They have a +1 circumstance bonus to checks to Escape.
Proficient PoisonerThe infiltrator doesn't lose the poison on a weapon due to a critically failed Strike.
Sneak AttackThe 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)
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
VishkanyaAn ancestry with snake-like features and powerful venom.