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Skull FairyCreature 3


UncommonCETinyShadow
Source Pathfinder #181: Zombie Feast
Perception +10 (darkvision)
Languages Aklo, Necril, Sylvan
Skills Acrobatics +9, Intimidation +9, Stealth +11, Thievery +9
Str +0, Dex +4, Con +0, Int +0, Wis +3, Cha +2

AC 19; Fort +6; Reflex +11; Will +8;
HP 45
Speed 15 feet (fly 30 feet)

Fist One Action +11 (+7, +3) to hit (agile, finesse, magical) 1d10+4 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Coven

A skull fairy adds Nondetection and Stinking Cloud to their coven's spells.

Shadowy Pop

When killed, a skull fairy explodes into shadowy, noxious tissue like a burst bubble. Each creature within 5 feet must succeed at a DC 18 fortitude save or become Sickened 2 (Sickened 3 on a critical failure).

Skull Twist One Action (manipulate)

Requirements The skull fairy's last action was a successful fist Strike against a creature with a skull


Effect The skull fairy wrenches the creature's neck, disorienting it. The creature must succeed at a DC 20 fortitude save or be Stunned 1 (Stunned 3 on a critical failure).

Terminal Tug Two Actions (death, necromancy, occult)

The skull fairy attempts to rip the head off an adjacent Dying creature. The target must attempt a DC 20 fortitude save. If it fails, it dies, and the skull fairy gains 10 temporary Hit Points for 1 hour.


Primal Innate Spells (DC 17, +9 to hit)

Cantrips (2nd Level): Mage Hand
1st Level: Fear
2nd Level: Faerie Fire


Skull fairies are malicious beings spawned from the heads of those who die after exposure to the malignant energies of the Shadow Plane. They aren't fey, but their petite, winged forms and tendency for malevolent mischief has caused the appellation "skull fairy" to stick.

After bursting from the skull of the deceased, a skull fairy seeks out victims to behead. Skull fairies enjoy nothing more than the horrific sound of wrenching a head free from a body. They often wear the skulls of their most recent victim like caps atop their bulbous, oversized heads. Skull fairies take heads they've acquired to isolated caves, where they carefully strip off the flesh and put the skulls on display. If the skull fairy feels the need for new headgear, they hollow out a fresh skull to wear and retire the old one to a place of prominence.

A group of exactly three skull fairies who have each been alive for at least 13 years become much more powerful than their solitary or younger kin. Members of such a coven become stronger and more intelligent, and they set their minds to evil and chaos on a much wider scale-although anything more complicated than wandering about to twist off heads might seem aspirational to a skull fairy. Skull fairies that join a coven gain the elite adjustments and often acquire more powerful innate spells. Nondetection and stinking cloud are the most common spells a skull fairy coven can access, but others exist. A skull fairy can only join a coven consisting exclusively of other skull fairies.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Shadow

This magic involves shadows or the energy of the Shadow Plane.