Cu Sith
- HP
- 34
- AC
- 13
- DR
- 1
- Attacks
- 1
- Attack
- 2d6+2
- Size
- Large
- Alignment
- Wild Vile (Reaver)
- Intelligence
- Low (2-4)
- Magic Resistance
- Silence effects do nothing to it; it is already silent. Its baying, however, is heard through silence, walls and stopped ears alike, because it is not really a sound.
- Saves
- Quick 2 / Tough 2 / Mind 0
Dark green, shaggy, the size of a young bull, with a tail coiled flat on its back and paws the width of a man's spread hand. It hunts in complete silence - no panting, no crashing, nothing at all - and this is what people remember afterward. It bays three times, and only three, spaced far enough apart to cross open ground. Everyone in the district knows what the count means. Reach shelter before the third and you live.
Special Attack
Silent Run: it cannot be heard while moving and has Advantage on its attack against any creature that has not yet located it. Bite: piercing, melee 5 ft, +3 to hit, 2d6+2. The Third Bay: on the round after its third bay, any creature that has not reached shelter must save Wis Mind or take 2d6 psychic from terror alone, usable once per hunt.
Special Defense
Three Calls: the DN should bay on round 1, round 3 and round 5 regardless of how the fight is going. The count is the encounter clock and the players should be allowed to hear it. Threshold-Bound: it will not cross the threshold of an occupied dwelling, and it will wait outside one until dawn.