SRD:Sirrush
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This material is published under the OGL 1.0a. |
SIRRUSH
Size/Type: | Large Magical Beast |
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Hit Dice: | 40d10+680 (900 hp) |
Initiative: | +23 (+15 Dex, +8 Superior Initiative) |
Speed: | 90 ft. |
Armor Class: | 44 (+15 Dex, –1 size, +20 natural), touch 24, flat-footed 39 |
Base Attack/Grapple: | +40/+60 |
Attack: | Claw +56 (2d6+16/19–20 (+1d6 on critical hit)) melee |
Full Attack: | 4 claws +56 (2d6+16/19–20 (+1d6 on critical hit)) melee, bite +54 (4d6+8) melee |
Space/Reach: | 10 ft./5 ft. |
Special Attacks: | Pounce, stunning roar |
Special Qualities: | Blindsight 300 ft., DR 10/epic, darkvision 60 ft., fast healing 20, low-light vision, SR 39, scent; acid, cold, electricity, fire, and sonic resistance 10 |
Saves: | Fort +39, Ref +37, Will +27 |
Abilities: | Str 42, Dex 40, Con 44, Int 21, Wis 38, Cha 28 |
Skills: | Climb +59, Hide +58, Jump +83, Listen +57, Move Silently +58, Spot +57, Survival +57 |
Feats: | Blinding Speed (×4), Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Overwhelming Critical (claw), Power Attack, Superior Initiative, Weapon Focus (bite), Weapon Focus (claw) |
Environment: | Any |
Organization: | Solitary, pair, or pack (4–9 sirrushes and 1–2 three-headed sirrushes) |
Challenge Rating: | 24 |
Treasure: | Standard |
Alignment: | Usually chaotic neutral |
Advancement: | 41–50 HD (Large), 51–60 HD (Huge), 61+ HD (Gargantuan) |
Level Adjustment: | — |
Sirrushes speak Sylvan and Draconic.
A sirrush’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT
Stunning Roar (Ex): Every 1d4 rounds, a sirrush can loose a sonic attack of such volume that it stuns all creatures in a 60-foot spread for 1d4 rounds if they fail a fortitude saving throw (DC 47). The DC is Constitution-based.
Pounce (Ex): If a sirrush charges or leaps upon a foe during its first round of combat, it can make a full attack even if it has already taken a move action.
Headloss Resistance (Ex): A sirrush’s thick bony plate protects its neck like a shield and provides resistance from effects that could normally behead it, such as a vorpal weapon. When a sirrush or three-headed sir-rush would otherwise lose its head, it instead makes a fortitude saving throw (DC 10 + 1/2 HD of attacker + attacker’s Strength modifier). On a failed save, the sirrush’s head leaves its shoulders normally, but on a successful save, the sirrush is unaffected by the beheading. A sirrush dies when beheaded; a three-headed sirrush goes on fighting until all its heads are lost (the only penalty it incurs is one or two fewer bite attacks when it makes a full attack).
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