Yaksha, Yakkha1
This chubby little creature has shiny green skin, huge eyes, and upward-thrusting tusks; it is dressed in rather splendid clothes and ornaments of gold.

Yakkha (CR 2; XP 600)
CN Tiny outsider (chaotic, extraplanar, yaksha)
Init +7; Senses darkvision 60 ft., detect magic, goldsense, Perception +6
AC 16, touch 16, flat-footed 13
(+3 Dex, +1 Dodge, +2 size)
hp 19 (3d10+3)
Fort +2, Ref +6, Will +3
DR 5/cold iron; Immune acid, disease, paralysis, petrification, sleep; Resist fire 10, electricity 10
Speed 20 ft.
Melee mwk dagger +6 (1d2-1/19-20/x2) or bite +6 (1d4-1)
Ranged spit +6 touch (10 ft., confusion; W-DC 12)
Space 2 ½ ft; Reach 0 ft.
Spell-like Abilities (CL 6th; concentration +8)
Constant—detect magic
At will—detect animals or plants
3/day—charm animal (W-DC 13), charm person (W-DC 13), cure light wounds, vanish
1/week—commune (CL 12th, 6 questions)
Str 8, Dex 16, Con 12, Int 12, Wis 10, Cha 14
Base Atk +3; CMB +0; CMD 13
Feats Dodge, Improved InitiativeB, Weapon Finesse
Skills Appraise +7, Bluff +8, Knowledge (nature) +7, Knowledge (planes) +7, Perception +6, Perform (any) +7, Sleight of Hand +9, Stealth +15
Languages Common, Protean; truespeech
SQ change self (a tiny animal as beast shape II and any Small humanoid; alter self)
Environment planes (Realms Beyond)
Organization solitary, pair, or troupe (3-8)
Treasure double (masterwork dagger, other treasure)
Special Abilities
Confusion (Su) A creature struck by the spittle of a yakkha must make a DC 12 Will save or be confused for 1 round. This is a mind-affecting effect. The save DC is Charisma-based.

Yakkhas are would-be yakshas, seeking to increase their wealth and their self-worth by serving higher yakha forms and encouraging mortals to greater acquisition and fertility. They enjoy the Material plane, often finding existence in Limbo too strenuous, unless they have the favor of an indulgent master. Yakkha love to meddle in small-town politics and relationships, but, as their mercurial personalities dictate, are just as often found attending magical forest groves or veins of ore in the mountains. Yakkhas wear their wealth, but are knowledgeable of the greed of mortals, using it to manipulate them as they choose. The causes of yakkhas are many and whimsical, but generally benign; a malefic yakkha usually finds itself robbed and destroyed by foul compatriots.

A spellcaster of 7th or higher level can gain a yakkha as a familiar of they have the Improved Familiar feat. A yakkha will expect to be paid well for its services, commensurate with its abilities, and likely seek to eventually obtain a rare piece of gaudy jewelry or magic to show off to its masters in Golden Alaka, and thus receive more status. Parting with any of its personal treasure would be extremely offensive to a yakkha, and would only take place in return for readily obtainable gain of twice its value when the loan is repaid.