Keen Hearing and Smell. The Cu Sith has advantage on any Wisdom (Perception) checks relying on hearing or smell.
Camouflage. The Cu Sith has advantage on any Dexterity (Stealth) checks while in forest terrains.
Pack Tactics.The Cu Sith has advantage on an attack roll against a creature if at least one of the Cu Sith's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Magic Resistance. The Cu Sith has advantage on saving throws against spells and other magical effects.
Land Stride. The Cu Sith can move through nonmagical difficult terrain at no additional movement cost. The Cu Sith can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines or a similar hazard.
Innate Spellcasting. The Cu Sith's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells requiring no material components:
At will: druidcraft
1/day each: dancing lights, faerie fire, locate creature, pass without trace, see invisibility, warding bond
Multiattack. The Cu Sith can use its Baleful Howl. It then makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) [piercing] damage.On hit if the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) [slashing] damage.
Baleful Howl (Recharge 5-6). The Cu Sith can emit a loud dreadful howl that heralds doom. All creatures of the Cu Sith's choosing within a 60 ft. radius of the Cu Sith must make a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of it's turns ending the effect on itself on a success.
Fey Warden. When a creature the Cu Sith can see attacks a pixie or sprite that is within 5 ft. of the Cu Sith. the Cu Sith can use it's reaction to impose disadvantage on the attack roll.
The Cu Sith can take 3 legendary actions, choosing from the following options. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Cu Sith regains spent legendary actions at the start of it's turn.
Detect. The Cu Sith makes a Wisdom (Perception) check.
Deadly Baying. If any creature is still under the effects of a baleful howl and is within range when the Cu Sith howls again, that creature must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
Snatch (Costs 2 Actions). One creature within 5 ft. of the Cu Sith is subject to a bite attack. On hit, if the target is a creature of Large size or smaller it is grappled (escape DC 16) and can be immediately dragged away by the Cu Sith up to half of the Cu Sith's movement speed.The Cu Sith can not make bite attacks while maintaining the grapple This movement does not provoke attacks of opportunity.
Description
Cu Sìth, which means 'fairy dog,' has a dark-green, shaggy coat and is about the size of a bull. Its eyes are large and have a fiery glow and its tail was long and curled and some times it was braided. It is said to have paws the size of a man’s hand.
The Cu Sith is often mistakenly feared as a harbinger of death. In a similar way the Grim Reaper appears at death to lead the soul to the afterlife, so the Cu Sith is believed to take the soul to the fairy realm, or underworld. The hound is said to have hunted silently for its victim but would sometimes rend the air with blood-curdling yowls that carried for a great distance and even far out over the sea. Who ever heard the howling of the beast had to reach a place of safety or be killed by the sheer terror.
Legends say that when this was heard men would lock up women who were nursing babies. This was to prevent the Cu Sith from stealing them away to the fairy world where they would be made to give up their milk to feed the children of the fairies who were often believed to be the forefathers of the gods and goddesses of nature. They were said to live in fairy mounds which was the visible aspect and entrance of their realm which was the Feywild.
Cu Sith willingly serve as guardians, hunters and companions to pixies, sprites and their hidden enclaves in much the same manner as a herding dog might over it's flock and it is not uncommon such enclaves to be deliberately located within the territory of a Cu Sith. A Cu Sith can be expected to be utterly loyal to their wards and will do it's utmost to defend them even to the death.
A Cu Sith's territory can cover as vast an expanse as the entire borders of their forests, though they will rarely stray too far from a sprite or pixie enclave if one exists within their realm. A Cu Sith will never willingly leave their forest except under extremely unusual circumstances such as the retrieval of a stolen item, or rescue of a lost, or captive pixie or sprite from their enclave. When on the hunt, they are remarkable trackers and follow their quarry unerringly.
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