Cu Sith
Creature 7 (uncommon) — fey
Pre-Remaster content. May include legacy alignment.
CrasherLANDfey
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 p
Source: extinction-curse-bestiary (Pre-Remaster)
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
Ref +17
Will +16
HP 140
Immunities fear-effects
Weaknesses cold-iron 5
Speed 40 feet
Offense
Melee Jaws (unarmed) +17, Damage 2d10+9 piercing plus Grab
Abilities
Dooming Bark (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.
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) —
Grab —
WORKS WELL WITH
AnvilLANDHolds prey in place so the Crasher's bite and Worry Prey can tear through a grabbed target.
WeaverLANDAmplifies fear effects through Dooming Bark to compound debuffs on fleeing enemies.
ShadeLANDSurprises targets from stealth while Dooming Bark disrupts formation and morale.
PUNISHES
✖ clumping✖ low Will✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
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