Name Blemmyae
Size/Type Medium Monstrous Humanoid
Hit Dice: 1D8+4 (10 HP)
Initiative +2 (dex)
Speed 30 feet
AC 14 (+2 dex, +1 natural AC, +1 Leather armour)
Attacks Double tomahawk(melee) +3; or Double tomahawk(thrown,ranged) +3; or Unarmed: +3 and Bite +0
Damage Double tomahawk 1D6+2 (crit 19-20/x3, rng 10 ft thrown); Bite 1D4; unarmed 1D3+2
Face/Reach 5x5/5
Special Attacks Magic
Special Qualities Low-Light Vision 180 feet, Limited Gateway, Unsettling.
Saves Fort +3, Ref +2, Will +2
Abilities Str 14, Dex 15, Con 16, Int 12, Wis 12, Cha 10
Skills Knw (native lore) +4, Move Silently +4, Spot +5, language (any 1 native) +4, Wilderness Survival +5
Feats Endurance, Tracking
Climate
Terrain
The hunting grounds or any area with a fear level of 3 or higher.
Organization Gang (3-6, 1D4+2), War party (5-15, 2D6+3), Tribe (10-40, 10D4)
Challenge Rating 2
Treasure One-Third standard, but also double tomahawk (1d6, 19-20/x3), requires exotic weapon proficiency: double headed tomahawk.
Alignment Usually Lawful Evil
Advancement 1-5 hit dice
Coup If you defeat number of HD of Blemmyae equal to your current level (in a single battle) you gain exotic weapon proficiency feat: double headed tomahawk
Description First recorded in Spanish lithographs in the 16-th century, Blemmyae are proof of the age of the evil that now spreads so freely from the hunting grounds.
Blemmyae are natives of the hunting grounds and are the foil to Native Americans. Blemmyae are a conduit for all of the savage inhibitions and pent up hate towards the foreign settlers that now dominate the landscape, but hatred as old as colonization.
Blemmyae are tribal oriented and often mirror human native tribes, except that power and violence are by which social roles are established, the most powerful chiefs and shamans are typically the most brutal. Blemmyae prey on any creature that enters the hunting ground or areas in the real world that are close to it, and are especially found of stalking wayward non-native travelers.
They enjoy torturing Europeans often skinning their guests alive, and always leave evidence that some other native tribe commitied this act in the open.  By creating fear and hatred among the white men, the Blemmyae ensure natives are kept busy doing damage control and are unable to focus to energies on fighting the Reckoners, while creating more fear and hatred for their masters to feed on. A great deal of the animosity or sudden bursts of violence between Natives and whites may have its origins with the Blemmyae who enjoy lighting the fuse of the powder keg known as the west.

Blemvaye stand 6 feet tall, average 250 pounds in weight, and have tanned skin covered in short fine hair and have only a single long clawed toe for a foot. Their most striking feature is that they have no head instead their eyes (which shin in the dark) are set in their chest and their large mouth is in their stomach. They live in small tribes, using tanned human flesh for cloths and tents. They carry a powerful double-headed tomahawk, though also use other native weapons with ease.
Special attacks Magic(Spell-like): Can cast a total of 3 spells per day from the list below as a level 1 Shaman (regardless of their Hit dice): Know direction(lv-0), Resistance(lv-1), Back to Nature(Deadlands spell, lv-1), Obscuring mist (lv-1), Pass without trace (lv-1).
Special Qualities Limited Gateway(Spell-Like): Blemmyae can only exist in the "real" world in areas with a fear level of at least 3. In these places they can pass between their home in the hunting grounds to our world at will. If the fear level of the area drops any Blemmyae left in the real world is forced to return to the hunting grounds.

Unsettling (Ex): Anyone attempting to intimidate, persuade, charm, or cause fear against a Blemmyae either by conventional means or magic must first make a WILL save DC 18 to do so.
Combat Highly social and organized Blemmyae prefer having the upper hand in combat. They travel in well-organized hunting parties, using spells just before attacking to surprise or out-flank their enemies. If the battle goes badly they will retreat only to return later en masse.
They have no qualms about tricking potential victims or cheating in fair duels or fights and prefer having at least a three to one advantage when numbers are important.