SRD:Three-Headed Sirrush

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Size/Type: Large Magical Beast
Hit Dice: 45d10+855 (1,102 hp)
Initiative: +25 (+17 Dex, +8 Superior Initiative)
Speed: 120 ft.
Armor Class: 50 (+17 Dex, –1 size, +24 natural), touch 26, flat-footed 34
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: Blinding Speed (×6), 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 (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)
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 51). 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 sirrush 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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