Speaking of the rakshasa, I might as well post it for your consideration.
By the way, I've also finished statting up General Monkey's followers. The Monkey Druid was the trickiest. I'll post them too when I find the time.
I cheated a little by making its Charisma-boosting item a crown rather than a robe.
General Tiger's Sorcerous Followers
LN elite tiger-sorcerer 10th level sorcerer
Medium Outsider (Native)
Hit Dice: 7d8+10d4+85 (141 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 28 (+4 Dex, +3 armour, +2 deflection, +9 natural), touch 16, flat-footed 24 [includes +3 bracers of defense, +2 ring of protection]
Base Attack/Grapple: +12/+12
Attack: Claw +12 melee (1d4)
Full Attack: 2 claws +12 melee (1d4) and bite +7 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Detect thoughts, spells
Special Qualities: Change shape, damage reduction 15/good and piercing, darkvision 60 ft., spell resistance 27
Saves: Fort +17, Ref +16, Will +17 [includes +4 cloak of resistance]
Abilities: Str 10, Dex 19, Con 20, Int 16, Wis 12, Cha 30 [includes +2 amulet of health, +6 crown of charisma, +2 gloves of dexterity]
Skills: Bluff +34*, Concentration +25, Craft (alchemy) +13, Knowledge (arcana) +13, Diplomacy +24, Disguise +24 (+26 acting)*, Intimidate +22, Knowledge (arcana) +13, Listen +13, Move Silently +14, Perform (oratory) +13, Sense Motive +11, Spellcraft +23, Spot +13
Feats: Combat Casting, Improved Initiative, Spell Penetration, Greater Spell Penetration, Spell Focus (Illusion), Spell Focus (Transmutation)
Environment: Warm marshes
Organization: Solitary
Challenge Rating: 20
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful neutral
Advancement: By character class
Level Adjustment: +7
General tiger is served by tiger-sorcerers, creatures closely related to rakshasas. Unlike true rakshasas, they do not have "backwards hands" and are neutral in alignment rather than evil. Their appearance and abilities are otherwise identical to a rakshasa. The origins of tiger-sorcerers are mysterious, some sages believe they are an ancestral race to the rakshasa who were never turned evil, others believe they are rakshasas who redeemed and underwent some form of transformation.
Tiger-sorcerers speak Common, Celestial, and Sylvan.
Combat
In close combat, which they disdains as ignoble, tiger-sorcerers employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary.
Detect Thoughts (Su): A tiger-sorcerer can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Spells: General tiger's tiger-sorcerer followers casts spells as a 17th-level sorcerer.
Typical Sorcerer Spells Known(6/7/7/7/7/7/7/7/5; save DC 20 + spell level):
0—arcane mark, detect magic, detect poison, light, mage hand, message, read magic, resistance, touch of fatigue;
1st—charm person, mage armor, magic missile, shield, silent image;
2nd— acid arrow, bear’s endurance, blindness/deafness, hideous laughter, mirror image;
3rd—fly, haste, slow, suggestion;
4th—bestow curse, charm monster, greater invisibility, phantasmal killer*;
5th—baleful polymorph*, break enchantment, hold monster, magic jar;
6th—disintegrate*, greater dispel magic, true seeing;
7th—greater shadow conjuration*, greater teleport, mage's sword;
8th—polar ray, polymorph any object*;*+1 DC for Spell Focus
Change Shape (Su): A tiger-sorcerer can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a tiger-sorcerer loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A tiger-sorcerer remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the tiger-sorcerer reverts to its natural form when killed. A true seeing spell reveals its natural form.
Skills: A tiger-sorcerer has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a tiger-sorcerer 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.
Equipment: +2 amulet of health, +2 bracers of defense, +4 cloak of resistance, +6 crown of charisma [as cloak of charisma except for head slot], +2 gloves of dexterity, +2 ring of protection, ring of sustenance, whip feather token
total value 80,000 gp adds up to a CR 20 Treasure
Elite Ability Array Assignment: Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 15
Tiger-Sorcerer [Rakshasa] Ability Bonuses: +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma
Ability Raises from HD Advancement: 3 points, all in Charisma.