Doc Cu'o'c (CR 6)
AC: 23 (+13 natural), touch 10, flat-footed 23
Hit Dice: 10d8+10 (55 hp); DR: 5/jade
Fort +8, Ref +7, Will +11
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +10; Grapple +5
Attack: Hand axe +12/+7 melee
Full Attack: Hand axe +12/+7 melee
Damage: Hand axe 1d6+1 plus shock
Special Attacks/Actions: Shock, spell-like abilities
Abilities: Str 13, Dex 11, Con 12, Int 17, Wis 18, Cha 18
Special Qualities: SR 16
Feats: Alertness; Blind-fight; Combat Expertise; Improved Trip
Skills: Bluff +17, Concentration +14, Diplomacy +19, Hide +13, Intimidate +19, Knowledge (local) +16, Knowledge (nature) +18, Knowledge (spirits) +16, Listen +19, Spot +19, and Survival +17
Advancement: 11-30 HD (Medium-size)
Climate/Terrain: Warm and temperate plain, forest, hill, and mountain
Treasure/Possessions: Double standard
Shock (Su): When a doc cu'o'c hits with its axe, an electrical discharge deals 6d6 points of additional electricity damage. The victim can reduce this damage by half with a successful Reflex saving throw (DC 16). This electrical discharge is a property of the doc cu'o'c, nor the axe itself. In any other hands, a doc cu'o'c's axe is a simple masterwork handaxe.
Spell-Like Abilities: At will - invisibility; 3/day - control weather, plane shift; 1/day - oath, remove blindness, remove curse, remove disease, remove paralysis. These abilities are as the spells cast by a 12th-level sorcerer (save DC 14 + spell level). See invisibility is always active on a doc cu'o'c's person.
Spirit creatures include some fey and elementals (nature spirits), outsiders (celestial spirits), undead (ghosts and ancestors), and even dragons. Spirit creatures are nor necessarily incorporeal, despite their name - in the worlds of Oriental Adventures, some spirits are as much flesh and bone as humans are. The only game effect of the spirit type modifier is that spirit creatures are all affected by spells such as commune with greater spirit, invisibility to spirits, and protection from spirits.