Cù-sìth (KOO-shee)

Cù-sìth have been singled out as pets by their elven masters. They are usually larger, stronger, and more vicious than their fellows, and after sufficient training and conditioning, they are employed as guards, hounds, and game dogs by their owners and are shaped appropriately. They’re horrible to encounter, and even more so once one realizes that these loping and agile “beasts” that move on all fours were once human.

Genetic Ancestor(s)
Origin/Ancestry
Elfwrought

Combat
Brawn
Agility
Perception
Intelligence
Willpower
Fellowship
45 [6]
50 [7]
40 [6]
40 [4]
40 [4]
45 [4]
35 [3]
  • Melee: +20
  • Athletics: +20
  • Toughness: +20
  • Coordination: +10
  • Stealth: +10
  • Awareness: +20
  • Resolve: +20
  • Handle Animal: +10
  • Dodge: 50%
  • Damage Threshold: 13/19/25/31
  • Movement: 9
  • Initiative: 12
  • Size: Normal
  • Peril Threshold: 7/13/19/25
  • Type: Elfwrought
  • Risk: Intermediate
  • Bite: 65% - Distance (Melee Engaged) - Damage 2D6+6 - Fast, Vicious
  • Claws: 65% - Distance (Melee Engaged) - Damage 1D6+6 - Fast, Punishing


 

HORRIFYING FORM (-10): This creature is terribly disturbing to Mortals who lay eyes upon it for the first time. Make a successful (Challenging –10%) Peril-induced Resolve test for such witnesses.

IRON BANE: Bane dice (D10s that explode on ‘9’ or ‘10’) are rolled instead of Damage dice when weapons of iron or steel are used against this creature. This Damage cannot be mitigated or healed by any of the Traits of this creature.

PAIN IS POWER: This creature ignores the effects of the first Injury it receives in combat. Make a Peril-induced Resolve test for all who witness this at –10 for a Moderate Injury, –20 for a Serious Injury, or –30 for a Grievous Injury.


 

JAGGED MAW (2 MISFORTUNE, 1 AP, REACTION): Immediately after making a successful attack, the creature can perform this Action to cause a random Serious Injury to the target.

HOWL OF THE TWISTED (3 MISFORTUNE, 1 AP, SPECIAL ACTION): This creature howls with a voice that was once human, and all Mortals who hear this sound are chilled to their bones, becoming Defenseless until the start of their next Turn.