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Umbral Cu SithCreature 9


UncommonNLargeFey
Source Pathfinder Society Scenario #3-14: The Tomb Between Worlds
Perception +19 (low-light vision, scent (imprecise) 30 feet)
Languages Sylvan, (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 Coldiron 10

Jaws One Action +20 (+15, +10) to hit 2d10+11 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Dooming 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 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 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 success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.



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.