Chaneque (CR 2)
Alignment: Usually chaotic neutral
Initiative: +3 (Dex); Senses: low-light vision
Languages: Abyssal, Common, Sylvan, and Undercommon
AC: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Hit Dice: 2d6+2 (9 hp)
Fort +1, Ref +6, Will +1
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -4
Attack: Spear +1 melee
Full Attack: Spear +1 melee
Damage: Spear 1d6-1/x3
Special Attacks/Actions: Chaneque fright, spell-like abilities
Abilities: Str 8, Dex 16, Con 12, Int 13, Wis 7, Cha 14
Special Qualities: Alternate form, greater invisibility
Feats: Dodge; Mobility
Skills: Bluff +7, Concentration +6, Disguise +7 (+9 acting), Escape Artist +8, Hide +11, Move Silently +8, Perform (dance) +3, and Sleight of Hand +10
Advancement: 3-5 HD (Small); 6-8 HD (Medium)
Climate/Terrain: Any temperate or warm land
Organization: Solitary, pair, gang (3-4), or mob (5-12)
Chaneque Fright (Su): At will, a chaneque can perform a special ritual dance. Each viewer within 60 feet must succeed at a DC 11 Will save or become shaken for 2d6 rounds. A creature that succeeds on its save cannot be affected by the same chaneque's fright power for 24 hours. Chaneque fright is a mind-affecting fear effect. The save DC is Charisma-based.
Spell-Like Abilities: At will - daze (DC 12), flare (DC 12), ghost sound (DC 12), mage hand; 3/day - dancing lights, expeditious retreat, sleep (DC 13), ventriloquism (DC 13); 1/day - darkness, haste (self only), scare (DC 14), shatter (DC 14). Caster level 7th. The save DCs are Charisma-based.
Alternate Form (Su): A chaneque can assume the form of any Tiny or Small animal, but not a dire animal. The creature reverts to its natural form if it falls unconscious or is rendered immobile (by a trap, paralysis, magical hold effect, or the like). Otherwise, the chaneque can remain in its animal form until it chooses to revert to normal or adopt a different animal form (both standard actions). In animal form, it retains its hit points and abilities but gains the animal's natural attacks, movement modes, and natural armor.
Greater Invisibility (Su): A chaneque can become invisible at will as though using the greater invisibility spell (caster level 7th). A chaneque cannot use its chaneque fright power while invisible.
Chaneques are cowardly by nature. They'd rather flee than fight, and if pressed to do battle, they usually prove to be weak combatants. They are well aware of their own shortcomings, so they usually resort to magic and trickery to defeat their opponents.