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There is a Legacy version here.

Cu Sith

Cu siths are hound-like doorkeepers of remote portals to other planes, particularly portals to the untamed realm of the First World. They're highly territorial and roam the highland moors they call home, constantly on the hunt for any creatures that might intrude. Those that bargain with them for safe passage to or from a portal find cu siths to be vigilant (if strict) escorts, keeping their charges safe from extraplanar threats while ensuring they never veer from the most direct path to their destination. Cu siths are highly proficient hunters that offer a single warning in the form of a 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 stand as tall as bulls, covered in intertwining roots, plant matter, and shaggy green-and-white fur that terminates in a long, plaited tail. Their fur around their snouts and ears grows long and their eyes glow with a fiery green light.

Some scholars believe that cat siths and cu siths are two sides of the same mysterious coin. While the feline fey proffers naught but misfortune, their canine counterparts will often provide protection to those in need of it. However, both creatures act on their own interests, not wholly understood by mortalkind. And both are the basis of folk stories told around stony hearths and campfires to warn the listeners of the dangers of the wilder spaces of the world. Though cat siths and cu siths have been seen among the highlands, they're almost never spotted together. Many believe this is because the two are eternal enemies, though none have been able to prove this conjecture.

Elite | Normal | Weak
Proficiency without Level

Elite Cu SithCreature 8

Uncommon Large Fey 
Source Feybound pg. 99
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 26 (includes +2 from Uncommon) • Fey (Nature)
Perception +18; low-light vision, scent (imprecise) 30 feet
Languages Fey; 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 +16
HP 160; Immunities fear; Weaknesses cold iron 5
Speed 40 feet
Melee [one-action] jaws +18 [+13/+8], Damage 2d10+2+9 piercing plus GrabDooming Bark [two-actions] (auditory, concentrate, emotion, fear, mental, primal) Any creature within 200 feet of the cu sith that hears their Dooming Bark must attempt a DC 26 Will save. A creature in an area that the cu sith can’t easily reach—such as a hidden burrow or enclosed building—gets a result one degree of success better than it rolled.
Critical SuccessThe creature is unaffected and immune to Dooming Bark for 24 hours.
SuccessThe creature is frightened 1; if already frightened, the creature’s frightened value increases by 1, and it becomes doomed 1.
FailureAs success, but frightened 2.
Critical FailureAs success, but frightened 3 and fleeing.
Worry Prey [one-action] Requirements The cu sith has a Large or smaller creature grabbed in their jaws; Effect The cu sith viciously shakes their 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, they deal jaws damage as normal, maintains their Grab, and attempts an Athletics check to Disarm their target of anything it’s holding; this attempt to Disarm neither applies nor counts toward the cu sith’s multiple attack penalty. On a miss, the cu sith releases the creature.

Sidebar - Locations Hounded On Golarion

Cu siths can be found wherever the barrier between the Universe 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.

Shelyn's Corner

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