Rakshasa, Naityan (CR +6)

Medium Outsider (Native)
Alignment: Always neutral evil
Initiative: +5; Senses: darkvision 60 ft., Listen +6, and Spot +6

AC: 20 (+1 Dex, +9 natural) touch 11, flat-footed 19
Hit Dice: 9d8+24 (67 hp); DR: 15/good and piercing
Fort +9, Ref +9, Will +9
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +12
Attack: Mwk greatsword +13/+8 melee and bite +10 melee or 2 claws +12 each melee and bite +10 melee
Damage: mwk greatsword 2d6+4, bite 1d6+1, claws 1d4+3
Special Attacks/Actions: change shape, style shapes
Abilities: Str 16, Dex 13, Con 17, Int 10, Wis 16, Cha 18
Special Qualities: SR 17, detect thoughts
Feats: Improved Initiative, Lightning Reflexes, Multiattack, Weapon Focus (bite)
Skills: Balance +10, Bluff +13, Concentration +8, Diplomacy +8, Disguise +13 (+15 acting), Gather Information +6, Hide +11, Intimidate +14, Jump +21, Listen +6, Martial Lore +5, Move Silently +11, Sense Motive +12, Spot +6, and Tumble +15
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Team (1-3 naityan rakshasa, 3-10 other)
Treasure/Possessions: Standard plus Masterwork greatsword

Source: Tome of Battle

Detect Thoughts (Su): A naityan rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 18 negates). It can suppress or resume the ability as a free action. The save DC is Charisma-based.

Change Shape (Su): A naityan rakshasa can assume the form of any Medium humanoid.

Style Shapes (Su): A naityan rakshasa gains the maneuvers of particular martial disciplines and other abilities by adopting specific shapes using its change shape ability. When changing into one of these shapes, the rakshasa retains its claw and bite attacks and automatically adopts the stance listed for the shape. If the rakshasa cannot maintain the stance for some reason, it reverts to its natural form and loses access to the martial maneuvers the style shape grants. A naityan rakshasa can use only one maneuver per turn. Thus, if it uses a strike maneuver on its turn, it cannot then use a counter against an opponent while waiting for its turn to come up again. In any of these shapes, a naityan rakshasa has the backward hands typical of the rakshasa race.

Earth Serpent: In this shape, a naityan rakshasa has a snakelike head, a snake's tail instead of legs, and gray stony scales. While it is in earth serpent shape, it gains a +2 bonus to natural armor and can use the strength of stone stance and the mountain hammer (strike) and charging minotaur (strike) maneuvers.

Hellfire Hunter: In this shape, a naityan rakshasa looks like a hell hound in humanoid form. While it is in hellfire hunter shape, it gains scent and can use the flame's blessing stance and the fire riposte (counter) and flashing sun (strike) maneuvers.

Night Creeper: In this shape, the naityan rakshasa looks like a slick eel-like humanoid. While it is in night creeper shape, it gains a swim speed of 30 feet, sneak attack +ld6, and can use the island of blades stance and the ghost blade (strike) and shadow garrote (strike) maneuvers.

Elusive Adversary: In this shape, the naityan rakshasa has a head and fur like a displacer beast, and its arms take the form of displacer beast tentacles with hands coated in hooks. While it is in elusive adversary shape, it gains a speed of 60 feet and can use the shifting defense stance and the baffling defense (counter) and feigned opening (counter) maneuvers.

Skills: A rakshasa has a +4 racial bonus on Bluff and Disguise checks. When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent's mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.

Native Subtype

A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).

Unlike true outsiders, native outsiders need to eat and sleep.