Gurumukas

Gurumukas
CR 1 CN Monstrous Humanoid
This leathery humanoid has long legs and a vaguely insect-like head. Long teeth protrude forward from its mouth.
Gurumukas are strange humanoids that act as flesh grazers. They do not kill their prey—they run past it, tearing a plug of flesh from its body as they go. They prefer to attack in dense bush, using illusions to distract foes and magic to pass through difficult terrain with ease. A gurumukas requires several such meals a day, and is happy to make them from either animals or humanoids, or to scavenge from carcasses that it finds. A gurumukas’ bite contains a disease that causes inflammation of the brain, and some of the creature’s food comes from tracking down and eating animals bitten previously and rendered comatose by the infection.
A gurumukas is nocturnal, hiding in the darkest forests or in caves by day. Its huge eyes are very sensitive to light, and it will even avoid larger bonfires. In gurumukas territory, it is wise to travel in groups and stay close to the fire, as a lone wanderer is a much likelier target than a whole party. Gurumukas are of near-human intelligence, but do not produce much material culture. They are interested in items and artifacts, though, and collect some to use as bait and some to merely enjoy. Some may use ranged weapons like spears and javelins, but typically do so only when expecting to be attacked in their home and not on the hunt. Gurumukas fear the fey, and may be bullied into doing their bidding.
Gurumukas CR 1
XP 400
CN Medium monstrous humanoid
Init +6; Senses darkvision 120 ft., Perception +6
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d10+2)
Fort +0, Ref +5, Will +4; -2 vs. fear effects
Weakness cowardly, light sensitivity
Offense
Speed 40 ft.
Melee bite +3 (1d8+1 plus disease)
Spell-like Abilities CL 2nd, concentration +2
3/day—dancing lights, feather step, ghost sound (DC 10)
Statistics
Str 12, Dex 14, Con 13, Int 8, Wis13, Cha 11
Base Atk +2; CMB +3; CMD 15
Feats Improved Initiative,Spring Attack (B)
Skills Climb +5, Perception +6, Stealth +7, Survival +5
Languages Aklo
Ecology
Environment warm forests and underground
Organization solitary or pair
Treasure standard
Special Abilities
Cowardly (Ex) A gurumukas suffers a -2 racial penalty to saving throws against fear effects, and to the DC of Intimidate checks made against it.
Disease (Ex) Mindfire; bite—injury; save Fort DC 12; onset 1 day; effect 1d4 Intelligence damage; cure 2 consecutive saves.