Rakshasa Amikuk
This tall, muscular man is wrapped in heavy furs and his head is that of a grinning, shark-toothed beast. Despite his warm raiment, his feet are bare and are shaped identically to human hands.
Taken from Creature Codex
Amikuks are the sages and scholars of rakshasa society, well-versed in the society of men and all of the ways they can be lured into corruption and vice. The favored weapon of the amikuk is the sadistic choice. An amikuk may manipulate events for years in order to set up one fateful decision in order to ruin families, take over communities or punish rivals. Even by the standards of rakshasas they are subtle, and they may attract rakshasas or other fiends as pupils eager to learn their craft.
Most amikuks prefer the nomadic life. They delight in destroying lives on their journeys, pausing to give a passing traveler a cursed item, a piece of wicked advice or to use their soul glide ability to warp behavior towards iniquity. The soul glide is one of the amikuk’s favorite tools, causing its victims to suffer greatly whenever they fail to desecrate a temple, be cruel to a loved one or any one of a thousand other acts of malice. They are brutal when forced into direct combat, using hit-and-run tactics in conjunction with their powerful spears and razor-sharp teeth.
Amikuk CR 12
XP 19,200
LE Medium outsider (native, rakshasa)
Init +7; Senses darkvision 60 ft., low-light vision, Perception +18, tremorsense 30 ft.
Defense
AC 28, touch 13, flat-footed 25(+3 Dex, +14 natural, +1 Dodge)
hp 138 (12d10+72)
Fort +10, Ref +11, Will +11
DR 15/good and piercing; SR 27
Offense
Speed 30 ft., burrow 40 ft., earth glide
Melee +1 spear +17/+12/+7 (1d8+7), bite +11 (1d8+2) or bite +16 (1d8+4), 2 slams +16 (1d4+4)
Special Abilities detect thoughts, soul glide
Spells CL 9th, concentration +14
4th (5/day)—charm monster (DC 19), greater invisibility
3rd (7/day)—clairaudience/clairvoyance, dispel magic, suggestion (DC 18)
2nd (7/day)—acid arrow, mirror image, misdirection (DC 17), touch of idiocy
1st (8/day)—endure elements, expeditious retreat, hypnotism (DC 16), mage armor, magic missile
0th—detect magic, ghost sound (DC 15), mage hand, open/close, prestidigitation, read magic, resistance, touch of fatigue (DC 15)
Statistics
Str 18, Dex 16, Con 22, Int 17, Wis 17, Cha 21
Base Atk +12; CMB +16; CMD 30
Feats Arcane Strike,Combat Casting, Dodge, Improved Initiative, Mobility, Spring Attack
Skills Bluff +24, Disguise +28, Heal +18, Knowledge (local) +18, Knowledge (nature) +18, Knowledge (planes) +18, Perception +18, Sense Motive +18, Stealth +18; Racial Modifiers +4 Bluff, +8 Disguise
Languages Aquan,Common, Infernal, Sylvan
SQ change shape (humanoid or giant, alter self or giant shape I)
Ecology
Environment any land
Organization solitary, pair or tutelage (1 plus 1-4 rakshasas)
Treasure double standard (+1 spear, other treasure)
Special Abilities
Detect Thoughts (Su) An amikuk can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When an amikuk uses this ability, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a DC 21 Will save. The save DC is Charisma-based.
Earth Glide (Su) An amikuk can glide through any sort of natural earth or stone as easily as a fish swims through water. Its burrowing leaves no sign of its passage nor hint at its presence to creatures that don’t possess tremorsense. A move earth spell cast on an area containing an amikuk moves the amikuk back 30 feet and stuns the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Soul Glide (Su) As a full-round action, an amikuk can become incorporeal, move up to its speed and enter the square of a living creature. This movement does not provoke attacks of opportunity. The affected creature must succeed a DC 21 Will save or be affected by the mark of justice spell, save that there is no visible mark on the target.
The victim of a soul glide attack always knows the terms of the mark of justice so applied. Regardless of whether the opponent succeeds or fails the save, the amikuk moves to a space adjacent to the target and becomes corporeal on the end of its turn. Spells and effects that prevent a creature from being possessed also prevent this ability. The save DC is Charisma based.