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This creature appears to be a cross between a pixie and a bat with charred flesh. Around its waist dangle tiny fairy skull trophies.

Chaneque CR 1/MR 1

XP 400
NE Small fey (Mythic)
Init +3; Senses low-light vision; Perception +8
Aura fear aura (30 ft., DC 13)


AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 19 (3d6+9)
Fort +1, Ref +6, Will +5


Speed 20 ft., climb 20 ft., fly 60 ft. (clumsy)
Melee claw +5 (1d3+3)
Ranged thrown skull +5 (1d4+3 plus steal soul)
Special Attacks Mythic Power (1/day, Surge +1d6), steal soul
Spell-Like Abilities (CL 5th; concentration +4

3/dayfear (DC 13)


Str 6, Dex 17, Con 10, Int 13, Wis 14, Cha 9
Base Atk +1; CMB –2; CMD 11
Feats Toughness, Weapon Finesse M
Skills Acrobatics +9, Bluff +5, Climb +12, Fly +3, Perception +8, Sense Motive +8, Stealth +13 (+17 while in trees); Racial Modifiers +4 Stealth while in trees
Languages Abyssal, Common, Sylvan


Steal Soul (Su)

As a ranged attack, a chaneque can pelt an opponent with a ritually prepared, soul-stealing fey skull. If the skull strikes its target, she must succeed at a DC 14 Will saving throw to prevent it from ripping her soul from her body. If the victim fails the saving throw, the skull temporarily devours her soul, leaving her vulnerable to the commands of whoever holds the skull. Thereafter, the skull's possessor can use it to command the victim, as the dominate person spell. The soul remains stolen until the possessor chooses to release the victim or the skull is destroyed. While a chaneque can carry multiple skulls on its belt, it can only manipulate single soul at one time. The save DC is Wisdom-based.