This site is games | books | films

Cu Sidhe

fairy tales, rotkÀppchen, wolf, Cu Sidhe

This creature looks like a massive, bull-sized mastiff whose shaggy coat is a deep shade of mossy green. Its tail is elaborately braided, seeming almost like a trailing vine.

Originally Posted by MythMage of the Dicefreaks forums.

On this Thread

CĂș sĂ­dhe are the primary canine spirits of Faerie. They have a number of prominent roles, including that of hunting dog, sheepdog, and warrior. In Faerie, these roles are much more than they seem. As a hunting dog, cĂș sĂ­dhe make up the largest part of most every Hunt which takes place in Faerie. They can act as scent hounds, sight hounds, retrievers, and most any other hunting job. Finally, a group of cĂș sĂ­dhe is sometimes used to fight battles on behalf of its leader.

They are also sometimes sheepdogs special sheepdogs, whose sheep are the souls of the dead and the unborn. They are the primary agents of the Sowers and Harvesters. As Harvesters, they hunt down deceased souls and herd them into Deep Faerie. As Sowers, they herd unborn souls to the proper places and then distribute them to be born. In these roles, the cĂș sĂ­dhe are led by fey known as the horned shepherds. Normally, cĂș sĂ­dhe Sowers and Harvesters only deal with the souls of animals, fey, plants, and vermin, but on occasion they are given claim on other kinds of souls. For instance, a druid who reveres the Tree of Life (and no gods) may fall under their purview.

A single cĂș sĂ­dhe or a small pack that serves as Sowers or Harvesters are normally assigned to specific regions. Such a region is usually no larger than a small country. Sowers collect groups of souls in Deep Faerie and herd them through portals to the Mortal Coil region where most of them disperse to where they will be born. Harvesters hunt down dead souls in their given regions and herd them back to Deep Faerie.

In other situations, cĂș sĂ­dhe are sent to take souls who do not wish to be claimed by Nature, but are hers to claim for a reason beyond their control. At these times, a horned shepherd may call a pack of cĂș sĂ­dhe together and lead them in a group called a sluagh sĂ­dhe that is so powerful together that it overwhelms almost any resistance that may be put against them. It is in this form that cĂș sĂ­dhe hunt down important enemies, as well. Sometimes when victims are hunted in this manner, their souls are taken by the hunters as a prize.

CĂș sĂ­dhe have a pack-style social structure, but rarely treat members of their own race as the pack’s alpha. Instead, they almost always live in the service of more powerful fey. They are willing to serve alone (without other cĂș sĂ­dhe), and so are not always part of a true pack. They typically serve horned hunters, but sometimes work for daoine sĂ­dhe instead. A cĂș sĂ­dhe is fiercely loyal to its alpha, and is quite willing to fight other cĂș sĂ­dhe if the alpha demands it. The alpha must prove itself to be a worthy leader, of course. It must defeat the most Charismatic cĂș sĂ­dhe in a group at an opposed Charisma check after first convincing the group that it is a good leader. It must never act in a manner that the cĂș sĂ­dhe deem base; such offenses include directly lying to one’s servants, displaying uncertainty or confusion, or acting brotherly or otherwise equal to (or below) one’s servants.

A cĂș sĂ­dhe appears as a bull-sized hound of green color with subtle plant qualities. A particular cĂș sĂ­dhe might have fine leaves, pine needles, small berries or blossoms (popular among Sowers), or little thorns (popular among Harvesters) in its tail or fur.

CĂș sĂ­dhe speak Sylvan with gravely, distinctly canine voices.

CĂș SĂ­dhe
Large fey
Hit Dice16d6+80 (136 hp)
Initiative+8
Speed60 ft., Fly 90 ft. (perfect)
Armor Class24 (+4 Dexterity, +11 natural, -1 size), touch 13, flat-footed 20
Base Attack/Grapple+8/+21
AttackBite +16 melee (2d6+8)
Full AttackBite +16 melee (2d6+8) and 2 claws +14 melee (1d6+4)
Face/Reach10 ft./5 ft.
Special AttacksBark, bay, fear aura, improved grab, trip
Special QualitiesDamage reduction 10/cold iron and magic, fade, immunity to sonic, Low-Light Vision, spectral presence, Spell Resistance 22, vital scent
SavesFort +10, Ref +14, Will +15
AbilitiesStrength 26, Dexterity 18, Constitution 21, Intelligence 11, Wisdom 21, Charisma 18
SkillsIntimidate +23, Knowledge (nature) +21, Listen +24, Spot +24, Survival +24 (+26 in aboveground natural terrain), Tumble +23
FeatsFlyby Attack, Improved Flyby Attack, Improved Initiative, Multiattack, Track (B), Weapon Focus (bite), Weapon Focus (claw)
Climate/TerrainAny
OrganizationSolitary, with alpha, pack (2-21), guided pack (2-21 with alpha)
Challenge Rating11
TreasureStandard
AlignmentUsually lawful neutral
Advancement17-32 HD (Large)
Level Adjustment+6

Combat

When a cĂș sĂ­dhe hits with its bite attack, it must first choose whether to attempt to trip its opponent (and resolve the attempt if it chooses to make one). Then, it chooses whether to attempt to begin a grapple using its improved grab ability.

A cĂș sĂ­dhe’s natural weapons are considered magic weapons for the purpose of overcoming damage reduction.

Bark (Su): A cĂș sĂ­dhe can bark as a standard action. When it does so, all disembodies souls within 300 feet automatically become charmed with it. If they are not in its presence, they fly to it. Souls in the cĂș sĂ­dhe’s presence do not understand it linguistically, but can intuitively understand the cĂș sĂ­dhe’s body language to follow simple commands such as “follow” and “stay”. Incorporeal creatures such as shadows and vivacious creatures may also be affected by this ability, but are entitled to a Will save (DC 22) to resist. undead may be affected by the bark; they are affected as if by command undead. A cĂș sĂ­dhe who manages to control undead in this manner will destroy the undead immediately, usually with a coup de grace (which works in conjunction with its remove soul ability). The save DC is Charisma-based.

Bay (Su): As a standard action, a cĂș sĂ­dhe can unleash a thunderous baying. All living and undead creatures within a 300-foot spread must succeed on a Will save (DC 22) or be dazed for 1d4 rounds. Incorporeal creatures suffer a -4 penalty on their saves against this effect. Other cĂș sĂ­dhe and the cĂș sĂ­dhe’s alpha are immune to this effect. A cĂș sĂ­dhe may only bay once every 4 rounds. This is a sonic effect. The save DC is Charisma-based.

Fade (Su): A cĂș sĂ­dhe can become incorporeal as a move action. Ending this effect is a free action. While incorporeal, the cĂș sĂ­dhe loses its natural armor bonus but gains a +4 deflection bonus to its Armor Class. It may still harm corporeal foes normally, as if its natural weapons had the ghost touch property.

Fear Aura (Su): Any mortal creature that can see or hear a cĂș sĂ­dhe from within 300 feet must succeed on a Will save (DC 22) or be affected as if by fear (caster level 16th). A creature that succeeds on his save against this effect can’t be affected by that cĂș sĂ­dhe’s fear aura for 24 hours. fey are immune to this aura. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, the cĂș sĂ­dhe must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Remove Soul (Su): A creature with a soul (living creatures and intelligent undead) that is dealt a critical hit by a cĂș sĂ­dhe’s bite attack must succeed on a Fortitude save (DC 26) or have its soul is pulled free from its body by the cĂș sĂ­dhe. This kills living creatures and destroys undead. A creature’s natural immunity to critical hits does not protect it from this effect (though it does protect the creature from extra damage due to the critical hit). Other sources of protection from critical hits, such as fortification, are effective in protecting against this effect. Since this is not a death effect, death ward offers no protection. The save DC is Strength-based.

Spectral Presence (Ex): A cĂș sĂ­dhe’s natural armor and natural weapons function normally against incorporeal foes as if they had the ghost touch property. This ability also allows a cĂș sĂ­dhe to perceive disembodied souls with all its senses normally and to interact physically with them.

Trip (Ex): A cĂș sĂ­dhe that hits with its bite attack may attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the trip attempt fails, the opponent cannot react to trip the cĂș sĂ­dhe.

Vital Scent (Ex): A cĂș sĂ­dhe has improved form of the Scent quality, whose range is three times normal. Its range is even higher, up to 1 mile, with regard to certain creatures: dying creatures, creatures soon to be born or die of old age (within the next 24 hours), creatures suffering from a fear effect, living mortal creatures with open wounds, creatures which have died within the last 24 hours, and disembodied souls. Also, as long as the cĂș sĂ­dhe’s Scent ability functions, it can monitor the health of all creatures it can smell as if through Deathwatch.

Skills: A cĂș sĂ­dhe gains a +4 racial bonus on Listen, Search, Spot, and Survival checks.

Scroll to Top