Sirrush

MapTool Token

NameSirrush
Sorted NameSirrush
FamilySirrush
Size and TypeLarge Magical Beast
Hit Dice Count40
Hit Dice40d10+680 (900 hp)
Random Hit Points40d10+680 - 680
Initiative+23 (+15 Dex, +8 Superior Initiative)
Speed90 ft.
Armor Class44 (+15 Dex, -1 size, +20 natural), touch 24, flat-footed 29
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/Reach10 ft./5 ft.
Special AttacksPounce, stunning roar
Special Qualities

Blindsight 300 ft., damage reduction 10/epic, darkvision 60 ft., fast healing 20, low-light vision, spell resistance 39, scent; acid resistance 10, cold resistance 10, electricity resistance 10, fire resistance 10, sonic resistance 10

SavesFort +39, Ref +37, Will +27
AbilitiesStr 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

EnvironmentAny
Challenge Rating24
Organization

Solitary, pair, or pack (4-9 sirrushes and 1-2 three-headed sirrushes)

TreasureStandard
AlignmentUsually chaotic neutral
Advancement41-50 HD (Large), 51-60 HD (Huge), 61+ HD (Gargantuan)
VersionSRD
SourcesSystem Reference Document
Stat_Block

Sirrush; CR 24; Large magical beast; HD 40d10+680; hp 900; Init +23 (+15 Dex, +8 Superior Initiative); Spd 90 ft.; AC 44 (+15 dex, -1 size, +20 natural), touch 24, flat-footed 29; Base Atk +40; Grp +60; Atk +56 melee (2d6+16/19-20 [+1d6 on critical hit], claw); Full Atk +56 melee (2d6+16/19-20 [+1d6 on critical hit], 4 claws) and +54 melee (4d6+8, bite); Space/Reach 10 ft./5 ft.; SA Pounce, stunning roar; SQ Blindsight 300 ft., damage reduction 10/epic, darkvision 60 ft., fast healing 20, low-light vision, spell resistance 39, scent; acid resistance 10, cold resistance 10, electricity resistance 10, fire resistance 10, sonic resistance 10; AL CN; SV Fort +39, Ref +37, Will +27; Str 42, Dex 40, Con 44, Int 21, Wis 38, Cha 28

Skills and Feats: Climb +59, Hide +58, Jump +83, Listen +57, Move Silently +58, Spot +57, Survival +57; Blinding Speed (x4), Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Overwhelming Critical (claw), Power Attack, Superior Initiative, Weapon Focus (bite), Weapon Focus (claw)

Sirrush

Sirrush
Large Magical Beast
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 29
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., damage reduction 10/epic, darkvision 60 ft., fast healing 20, low-light vision, spell resistance 39, scent; acid resistance 10, cold resistance 10, electricity resistance 10, fire resistance 10, 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
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)

Three-Headed Sirrush

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).

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Claw +56 (2d6+16/19-20 (+1d6 on critical hit)) melee, or 4 claws +56 (2d6+16/19-20 (+1d6 on critical hit)) melee, bite +54 (4d6+8) melee

feats: CLEAVE, GREAT CLEAVE, IMPROVED CRITICAL (CLAW), IMPROVED INITIATIVE, MULTIATTACK, POWER ATTACK, WEAPON FOCUS (BITE), WEAPON FOCUS (CLAW), , BLINDING SPEED (X4), OVERWHELMING CRITICAL (CLAW), SUPERIOR INITIATIVE