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Cu SithCreature 7


UncommonLargeFey
Source Pathfinder #153: Life's Long Shadows
Perception +16 (low light vision, scent (imprecise) 30 feet)
Languages Fey, (can't Speak Any Language)
Skills Acrobatics +15, Athletics +17, Stealth +17, Survival +16
Str +6, Dex +4, Con +4, Int -3, Wis +3, Cha +5

AC 24; Fort +15; Reflex +17; Will +16;
HP 140
Speed 40 feet
Immunities fear effects
Weaknesses Cold Iron 5

Jaws One Action +17 (+12, +7) to hit (unarmed) 2d10+9 Piercing

Dooming Bark Two Actions (auditory, concentrate, fear, mental, primal)

Any creature within 200 feet of the cu sith that hears its Dooming Bark must attempt a DC 24 will save.


Critical Success The creature is unaffected and immune to Dooming Bark for 24 hours.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 3 and Fleeing.

If a creature is already frightened when it fails a save against Dooming Bark, its frightened value increases by 1 and it becomes Doomed 1.

A creature in an area that the cu sith can't easily reach-such as a hidden burrow or enclosed building-increases the degree of success of its saving throw against Dooming Bark by one step.

Worry Prey One Action (attack)

Requirements The cu sith has a Large or smaller creature grabbed in its jaws


Effect The cu sith viciously shakes its prey. The cu sith makes a jaws Strike against the grabbed creature with a +2 circumstance bonus to the attack roll. If the cu sith hits, it deals jaws damage, maintains its Grab, and attempts an Athletics check to Disarm its target of anything it is holding. On a miss, the cu sith releases the creature.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Cu siths are hound-like doorkeepers of remote portals to other planes, particularly portals to the untamed realm of the fey, the First World. They are highly territorial and roam the highland moors they call home, constantly on the hunt for any creatures that might intrude on their territory. Those that bargain for safe passage to or from a portal find cu siths to be vigilant escorts that keep travelers safe from extraplanar threats but also ensure their charges don't veer from the most direct path to their destination. Cu siths are highly proficient hunters, and to mortals they offer a single warning in the form of their terrifying bark. Creatures that refuse to flee upon hearing a cu sith's warning bark risk a quick and brutal death.

Cu siths cut imposing figures; they are as large as bulls and covered in intertwining roots, plant matter, and shaggy green and white fur that terminates in a long, plaited tail. Their eyes glow with a fiery green light.


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.

Fey

Creatures of the First World are called the fey.