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Cu Sith

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.

Recall Knowledge - Fey (Nature): DC 25
Unspecific Lore: DC 23
Specific Lore: DC 20

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Cu SithCreature 8

Legacy Content

Uncommon N Large Fey 
Source Pathfinder #153: Life's Long Shadows pg. 79
Perception +18; low-light vision, scent (imprecise) 30 feet
Languages Sylvan; can't speak any language
Skills Acrobatics +17, Athletics +19, Stealth +19, Survival +18
Str +6, Dex +4, Con +4, Int -3, Wis +3, Cha +5
AC 26; Fort +17, Ref +19, Will +18
HP 160; Immunities fear; Weaknesses cold iron 5
Speed 40 feet
Melee [one-action] jaws +19 [+14/+9], Damage 2d10+2+9 piercing plus GrabDooming Bark [two-actions] (auditory, concentrate, fear, mental, necromancy, primal) Any creature within 200 feet of the cu sith that hears its Dooming Bark must attempt a DC 26 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.

Sidebar - Locations Cu Siths on Golarion

Cu siths can be found wherever the barrier between the Material Plane and the First World is weak, particularly in the marshy highlands of Ustalav, where stories of the fey stretch back as far as memory. Superstitious townsfolk believe cu siths drag their prey back to the First World, where their victims’ immortal souls fuse with the vital energy of that wild plane.