<scrolls up>...there it is.
Other than having less hit points and worse saves, its fairly comparable to the CR 8 dire tiger as well. I'd say it's a strong 7/weak 8. Let's err on the side of caution and go CR 8.
And with that, we're finished!
Let's steer this thread into the realm of horror...
Amiq Rasol
Climate/Terrain: Sea coast
Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet: Special
Int: Highly (13-14)
Treasure: Nil (C)
Alignment: Neutral evil or neutral
# Appearing: 1-10
AC: 4
Movement: 18, Sw 9
Hit Dice: 9
THAC0: 11
# Attacks: 3
Dmg/Attack: ld4/ld4 (claws), ld6 (bite)
Special Attacks: Energy drain, charm
Special Defenses: +2 or better weapon to hit, spell immunities
Magic Resistance: Nil
Size: M (5'4' tall)
Morale: Elite (14)
XP Value: 7,000
Amiq Rasol, also called deep men or dark men, are undead corsairs who were lost at sea, murdered, or marooned. Corsairs who refused to acknolwedge or turned away from the gods may also become amiq rasol. They haunt the coasts or islands nearest the site of their deaths and prey upon those mortals unlucky enough to stumble across them. Though usually solitary (e.g. a single marooned corsair), several may be found near the spot where some disaster befell their ship.
The amiq rasol look like normal corsairs except that their eyes have an eerie greenish glow in the dark and their nails and teeth are slightly elongated. Their skin is paler than it ought to be, and their clothing shows some signs of wear. Anyone seeing an amiq ra[sol through a gem of seeing, or while using a true seeing spell will see the creature's true appearance—a rotting corpse.
Combat: Amiq rasol attack with claws and teeth, causing ld4 points of damage with each claw and biting for ld6. The bite of the amiq rasol also causes the victim to lose one level of experience. As with other undead that use this attack form, the effect reduces the Hit Dice8, class bonuses, and spell abilities of the victim. A victim drained of all levels dies, but does not become an amiq rasol in turn. Such a victim may be raised or resurrected normally.
In addition to their other powers, amiq rasol are able to cast a powerful charm spell (save vs. spell at -2) which they use to entice mortals to them. They can use this ability three times a day. A very few of these creatures are simply neutral rather than neutral evil; these often will use their charm spells to convince mortals to ravel to the place of their death, find their remains, and have the proper death rites performed upon them by a priest of 9th level or higher. If this rite is performed, the amiq rasol is freed from its undead existence and released to go on to its afterlife.
Amiq rasol can be turned as vampires, except in the actual place of their death, where they cannot be turned at all. They are immune to sleep, charm, hold, and cold-based spells. They can be hit only by +2 or better weapons. Holy water inflicts 2d4 points of damage per vial, but only against evil amiq rasol. A raise dead spell will slay an amiq rasol permanently, and a resurrection spell will restore the being to life. If slain by other magics or by weapons, it reconstitutes and forms another body within 24 hours.
Habitat/Society: Amiq rasol are found only near the site of their deaths. They are not tied to the exact spot, particularly if they died at sea, but are always found on islands or on the sea coast near the actual site. They feed off the energy they drain from mortals, and amiq rasol that do not feed for several years will fade away until they become wraiths. Though they prefer the dark, amiq rasol are just as capable of moving about and attacking by day. They are quite intelligent and may seek to pass themselves off as living beings in order to join a party of adventurers and assure themselves of continued feeding.
Whenever an amiq rasol travels more than 100 miles from its place of death, however, it fades away and returns to the spot of its demise. They are partly creatures of the Negative Material Plane and must therefore maintain some contact with it through their habitat. They have no true society. Even those found together seem almost entirely self-absorbed and unconcerned about their fellow undead spirits.
Ecology: Amiq rasol retain some of the some of the equipment and treasure they had when living, and collect such from their victims. One tale tells of an amiq rasol that led a party to a cache of buried treasure in return for their collecting its bones and performing the proper final rites.
Originally appeared in Corsairs of the Great Sea (1994).