Orangeseer (CR 7)

Large Monstrous Humanoid
Alignment: Always lawful evil
Initiative: +11

AC: 20 (-1 size, -1 Dex, +4 natural, +8 dodge), touch 16, flat-footed 20
Hit Dice: 8d8+16 (52 hp); DR: 5/magic
Fort +4, Ref +5, Will +8
Speed: 20 ft., fly 10 ft. (clumsy)
Space: 10 ft./5 ft.
Base Attack +8; Grapple +12
Attack: Claw +7 melee
Full Attack: 2 claws +5 melee
Damage: claw 1d6
Special Attacks/Actions: Psionics
Abilities: Str 11, Dex 8, Con 15, Int 26, Wis 15, Cha 14
Special Qualities: future sight, immunities, orangespice dependence, SR 19, tongues, uncanny dodge
Feats: Combat Casting; Improved Initiative; Spell Penetration
Skills: Concentration +13, Diplomacy +15, Gather Information +13, Intimidate +13, Knowledge (arcana) +19, Knowledge (geography) +19, Knowledge (psionics) +19, Knowledge (the planes) +19, Sense Motive +13, and Spellcraft +21
Advancement: By character class
Climate/Terrain: Any land
Organization: Solitary, band (1 orangeseer plus 4-6 1st-level warrior attendants), or guild (2-6 orangeseers plus 3-7 3rd-level warrior sergeants and 12-36 1st-level warrior attendants)
Treasure/Possessions: None

Source: Dragon #325

Psionics (Sp): At will - augury, divination, guidance; 3/day - commune, dimension door, touch of idiocy; 1/day - charm person (DC 13), daze monster (DC 14), greater scrying (DC 19), hold person (DC 15), plane shift (DC 19), suggestion (DC 15). Caster level 13th. The save DCs are Charisma-based.

Future Sight (Su): An orangeseer constantly sees several possible futures simultaneous with its view of the present. This ability grants the orangeseer a dodge bonus to Armor Class and an insight bonus on Initiative rolls equal to its Intelligence modifier (usually +8).

Immunities: Orangeseers are immune to mind-affecting effects, disease, and poison.

Orangespice Dependence (Ex): An orangeseer must use orangespice hourly. Because of its extreme reliance on orangespice, it automatically fails all Fortitude saves related to orangespice.

Uncanny Dodge (Ex): An orangeseer retains its Dexterity bonus to AC (if any) and any dodge bonuses to AC even if caught flat-footed or attacked by an invisible creature.

In combat, an orangeseer tries to stay out of melee, using his psionics to blast his foes. If the fight begins to go against him, the orangeseer grabs what orangespice it can and uses dimension door or plane shift to escape.