Umbral Cu SithCreature 9
Source Pathfinder Society Scenario #3-14: The Tomb Between Worlds
Perception +19 (low light vision, scent (imprecise) 30 feet)
Languages Fey, (can't Speak Any Language)
Skills Acrobatics +18, Athletics +20, Stealth +20, Survival +19
Str +7, Dex +5, Con +5, Int -3, Wis +4, Cha +6
AC 27; Fort +18; Reflex +20; Will +19;
HP 190
Speed 40 feet
Immunities fear effects
Weaknesses Cold Iron 10
Jaws
+20 (+15, +10) to hit (unarmed) 2d10+11 PiercingDooming Bark
(auditory, concentrate, fear, mental, primal)Any creature within 200 feet of the cu sith that hears its Dooming Bark must attempt a DC 27 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
(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
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.
Traits
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.
FeyCreatures of the First World are called the fey.