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Size/Type: 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 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.


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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