Dungeons and Dragons Sirrush 3.5 PBP RPG

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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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"Oh absolutely, right away your Highness," Perry addresses the disembodied voice of the dragon. "I'm just searching through the ole bag here to pull out the mask that we already showed your really friendly kobold employee back there. You should really get that little guy a raise; he seemed to really be doing a great job. He provided excellent customer service and made me feel valued throughout the whole transaction. I'd definitely choose him again to have a second threatening message delivered."

Perry begins mumbling as he digs through the bag, "Anyway, let's see here… nope that's the mask from last year's ballroom dance… and that's the one from improv class. Hold on, hold on, here it is I think. Oh yikes, hope you had some scratch insurance on this thing. I'm sure it will buff out. Maybe I can prestidigitate the smudge out?"

Meanwhile, Perry winks to Lawrance to begin dispelling the golem's ward hoping that his brilliant acting has inspired the wizard.

Perry will mentally communicate to the others during this whole show, "Guys, I'm trying to stall for time here. Can either of the beautiful rogues go check out the side room to see if they are in there? It's making me uneasy that we can't see them."

Out of Character: We are off the rails now ladies and gentleman, (Laugh). Lawrance, take your d8 for the check. I'll do a Deception check just to see if any of this is any good at all at stalling for time while we inspect this area and disable any traps we can.

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