Dungeons and Dragons Sirrush 3.5 PBP RPG

Tue, 17th October, 2017 - 8:15 pm GMT
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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).


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There's a list of the current active characters on the first post of this thread. Should give a decent idea of the current party's capabilities.

There are three current openings, one of which looks like it will be filled by Mockstar.

If you have any questions, or otherwise need help, just let me know.

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