Belgoi (CR 2)
AC: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Hit Dice: 4d8 (18 hp)
Fort +1, Ref +5, Will +3
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +4
Attack: Claw +4 melee
Full Attack: 2 claws +4 melee
Damage: Claw 1d4+1 plus 1d3 Con
Special Attacks/Actions: Psi-like abilities, Constitution drain
Abilities: Str 13, Dex 13, Con 10, Int 7, Wis 14, Cha 13
Feats: Stealthy; Track
Skills: Hide +5, Move Silently +5, and Survival +5
Advancement: By character class
Climate/Terrain: Warm deserts (Athas)
Organization: Gang (4-9), tribe (10-40 plus 50% noncombatants and 1 4th-level leader and 13 2nd-level sergeants and 16 inixes or 1d6 kanks).
Constitution Drain (Su): Creatures hit by a belgoi's claw attack succeed on a DC 12 Fortitude save or take 1d3 points of Constitution damage. The save DC is Constitution based. Unlike undead with this ability, belgois don't gain temporary hit points when they drain constitution.
Psi-like Abilities (Sp): At will - attraction (+6 bonus on interaction checks, DC 14*)' 1/day - ego whip (DC 13), psionic blast (DC 14), Manifester level 5th. The save DCs are Charisma based.
* Included augmentation for the belgoi's manifester level.
Belgois eke out their meager survival by eating the foes they ambush. They have no stomach for a fair fight, and the entire tribe usually moves on when merchant patrols or soldiers from a nearby city-states threaten them. They are nomadic and don't keep anything they can't carry.
Because belgois are such notorious raiders of small villages and trade caravans, they're usually attacked on sight by armies and militias that guard smaller settlements. No dragon-king tolerates a belgoi tribe within five days travel of his city.
Belgois like to sneak up on an encampment, then use attraction on the bells they wear to lure guards away from the safety of the camp. They then either attack the now defenseless camp or walk the guards into an ambush.