SYSTEM REFERENCE DOCUMENT 3.5 |
|
Large Magical Beast |
Hit Dice: |
40d10+680 (900 hp) |
Initiative: |
+23 (+15 Dex, +8 Superior Initiative) |
Speed: |
90 ft. |
AC: |
44 (+15 Dex, –1 size, +20 natural) |
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: |
Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw) |
Epic Feats: |
Blinding Speed (x4), Overwhelming Critical (claw), Superior Initiative |
Climate/Terrain: |
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) |
|
Large Magical Beast |
Hit Dice: |
45d10+855 (1,102 hp) |
Initiative: |
+25 (+17 Dex, +8 Superior Initiative) |
Speed: |
120 ft. |
AC: |
50 (+17 Dex, –1 size, +24 natural) |
Base Attack/Grapple: |
+45/+67 |
Attack: |
Claw +63 (3d6+18/19–20 (+1d6 on critical hit)) melee |
Full Attack: |
4 claws +63 melee, 3 bites +61 melee |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Pounce, stunning roar |
Special Qualities: |
Blindsight 350 ft., DR 10/epic, darkvision 60 ft., fast healing 25, low-light vision, SR 42, scent; acid, cold, electricity, fire, and sonic resistance 15 |
Saves: |
Fort +45, Ref +43, Will +33 |
Abilities: |
Str 47, Dex 45, Con 49, Int 26, Wis 43, Cha 33 |
Skills: |
Balance +65, Climb +66, Hide +65, Intimidate +59, Jump +102, Listen +64, Move Silently +65, Search +56, Spot +64, Survival +64 |
Feats: |
Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw) |
Epic Feats: |
Blinding Speed (x6), Overwhelming Critical (claw), Superior Initiative |
Climate/Terrain: |
Any |
Organization: |
Solitary, pair, or pack (1–2 three-headed sirrushes and 4–9 sirrushes). |
Challenge Rating: |
28 |
Treasure: |
Standard |
Alignment: |
Usually chaotic neutral |
Advancement: |
46–55 HD (Large); 56–65 HD (Huge); 66+ HD (Gargantuan) |
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, or DC 51 for a three-headed sirrush). The DC is
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 Str 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).