Dungeons and Dragons Sirrush 3.5 PBP RPG

Tuesday, 19th March, 2024 - 7:44 am GMT
Home WoM D&D Pathfinder Gwynedd RoK +

Check Out: Ruler of Kings II Text RPG Solo Play by Post
D&D Basics Races Classes Skills Feats Combat Equipment Adventuring Spells Psionics Monsters Divine Sitemap Create Character Other RPGs

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

Three-Headed Sirrush

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 33

Base Attack/Grapple:

+45/+67

Attack:

Claw +63 (3d6+18/19-20 (+1d6 on critical hit)) melee

Full Attack:

4 claws +63 (3d6+18/19-20 (+1d6 on critical hit)) melee, 3 bites +61 (4d6+9) melee

Space/Reach:

10 ft./5 ft.

Special Attacks:

Pounce, stunning roar

Special Qualities:

Blindsight 350 ft., damage reduction 10/epic, darkvision 60 ft., fast healing 25, low-light vision, spell resistance 42, scent; acid resistance 15, cold resistance 15, electricity resistance 15, fire resistance 15, 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

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)

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).


Sponsor Ads:

Latest RPG Post

How about abrowser based text adventure? Start here: Text RPG

Top

NOTE: In the case of D&D, Wizards holds the copyright for its material. The versions most Players in our Community tend to use Dungeons & Dragons 2-3.5 although others may use higher versions.


Start an Adventure!


Search via our Community for:

Dungeons and Dragons Sirrush - D&D 3.5 PBP RPG Coded by: BGID®  |  ALL RIGHTS RESERVED Copyright © 2004-2024
Disclaimer  |  Privacy  |  Report Errors