Large Outsider (Air, Spirit)
Hit Dice: 4d10+16 (38 hp)
Initiative: +5
Speed: 60 ft. (10 squares), fly 60 ft. (perfect)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+12
Attack: Bite +7 melee (2d6+6)
Full Attack: Bite +7 melee (2d6+6)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: Trip
Special Qualities: Damage reduction 10/cold iron, darkvision 60 ft., low-light vision, scent, weaknesses
Saves: Fort +7, Ref +4, Will +4
Abilities: Str 18, Dex 15, Con 19, Int 4, Wis 12, Cha 6
Skills: Hide +8, Listen +9, Move Silently +8, Spot +10, Survival +10*
Feats: Improved Initiative, Run, TrackB
Environment: Spirit World
Organization: Solitary, pair, or pack (5-12)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic good
Advancement: 5-8 HD (Large); 9-16 HD (Huge)
Level Adjustment: —
Mortals often think of the Seelie Court as “good” fey, but that characterization is flawed; the nobles of the Seelie Court are every bit as fierce as their counterparts in the service of the Queen of Winds and Shadows. And like their rivals, many Seelie nobles are consumed by a passion for the hunt. In the warmth of midsummer, the baying of the seelie cu sidhe echoes through the night as its masters indulge their passion.
These lithe creatures are bred to the chase by Seelie huntsmen. Trained with painstaking care, their natural intelligence and pack instinct makes them ideal for hunting by sight and smell alike. As creatures of air, the seelie cu sidhe can fly as fast as a strong horse runs, and their eyesight rivals that of a hawk. They are relentless but humane in their pursuit, and seek to flush their prey, corner it, and hold it at bay for the huntsmen as efficiently as possible.
A seelie cu sidhe stands nearly five feet tall at the shoulder; most of it is leg. Its body is roughly six feet long, and most specimens weigh 700 pounds.
A seelie cu sidhe understands Sylvan, but does not speak.
Combat
The seelie cu sidhe usually hunts in packs, taking turns distracting its quarry until one is able to knock the victim off its feet. At that point, the hounds close in to tear their opponent apart. Alone, a faerie hound tries to duplicate the same tactics, but is more cautious because it knows that there are no other hounds to help it distract its opponent.
Trip (Ex): A cu sidhe that hits with a bite attack can attempt to trip the opponent (+8 modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot attempt to trip the cu sidhe.
Skills: Cu sidhe have a +1 racial bonus to Listen, Move Silently, and Spot checks.
Cu sidhe have a +2 racial bonus on Hide checks.
*A cu sidhe has a +4 racial bonus on Survival checks when tracking by scent.
Weaknesses: The cu sidhe is unwilling to cross running water, the threshold of a dwelling, or other natural or man-made barriers. They can be induced to overcome their instinctive dislike of doing so, but this requires an Intimidate check on the part of their master or handler, following the rules for the use of Intimidate to change a person’s behavior found on page 76-77 of the Player’s Handbook v.3.5.