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<blockquote data-quote="the Jester" data-source="post: 5747745" data-attributes="member: 1210"><p><strong>SIRRUSH </strong> </p><p> <strong>Source:</strong> 3e Epic Level Handbook.</p><p> </p><p>In the early days of the cosmos, when the world was still in a constant flux of creation and destruction, the primal spirits were barely-formed prototypes of what they would become. As places of great primal power were created and destroyed, many of the spirits were formed and re-formed over and over again. Most eventually fell into a fairly permanent state when creation stabilized, but there were a few exceptions. The tulgar (MM3 197) are one example; the sirrush are another.</p><p> </p><p>One common theme that ran through each iteration of the world as it was made and unmade over and over was that of the hunt: the relationship between predator and prey. Though the beings that filled each role were different each time life was sparked anew, the hunt itself remained the same. However, each time the primordials destroyed the world to build it again, the hunt ended and the spirits that embodied it suffered tremendously. Each time they dwindled away, almost perishing before the renewal of life and the hunt strengthened them.</p><p> </p><p>This process, repeated over and over, annealed the spirits of the hunt. Soon they discovered that taking physical form allowed them to keep more of their strength when the hunt ebbed. However, while they managed to preserve more of their raw power this way, they found themselves less able to return to their original, nonphysical forms with each cycle. Now the sirrush are a race of spirits forced to live a corporeal life.</p><p> </p><p>A sirrush is vaguely feline in form, but with thick dragon-like scales instead of fur. Its head has a mane-like protective plate of scaled bone which helps to shield it from lethal blows. Sirrush are a mottled mix of silver, black and grey in color and weigh in at around 650 lbs. Huge, razor-sharp incisors project from its oversized mouth, and its talon-like claws are each as long as a human's entire hand.</p><p> </p><p><strong>Consummate Hunters:</strong> Though they are no longer true spirits, the sirrush remain devoted to the hunt with a degree of commitment most mortal creatures cannot comprehend. Most sirrush need to eat, but even those that do not live to chase their prey. Once a sirrush has chosen a creature as its quarry, it will hunt that creature across the entire world, and a sirrush prefers prey that can challenge it. Some have hunted entities as powerful as demon princes and godlings with various degrees of success. Others take it upon themselves to interfere with the Wild Hunt or other creatures that fancy themselves to epitomize predation.</p><p> </p><p><strong>Of Two Natures:</strong> Sirrush are caught between life as a true mortal creature, with mortal needs such as food and sleep, and existence as a primal spirit. Each sirrush is at a different point on the path between the two existences, and each seeks to find its own balance between the two. While most sirrush must fulfill their mortal requirements, some particularly spiritual individuals do not need to eat or even breathe.</p><p></p><p><strong>Sirrush Hunter Level 25 Skirmisher </strong> </p><p>Large natural magical beast XP 7,000 </p><p>HP 230; Bloodied 115 Initiative +24</p><p>AC 39; Fortitude 36; Reflex 42; Will 35 Perception +25</p><p>Speed 15 Darkvision, low-light vision</p><p></p><p>TRAITS </p><p>Bone Shield</p><p> A sirrush does not take maximum damage from critical hits. (Other critical effects apply normally.)</p><p>Evasion</p><p> If a close or area attack misses the sirrush hunter, it has no effect on the sirrush.</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Claw * At Will</p><p> Attack: Melee 2 (one creature); +30 vs. AC.</p><p> Hit: 2d6+10 damage.</p><p>(melee) Flurry of Claws * At Will</p><p> Effect: The sirrush uses claw twice.</p><p>(close) Stunning Roar (thunder) * Encounter</p><p> Attack: Close blast 5 (each creature in blast); +26 vs. Fortitude.</p><p> Hit: The target is stunned (save ends).</p><p></p><p>MOVE ACTIONS </p><p> </p><p>Sudden Sprint * At Will</p><p> Effect: The sirrush shifts up to 6 squares.</p><p>Blinding Speed * Encounter</p><p> Effect: The sirrush becomes invisible until the beginning of its next turn and shifts up to 10 squares.</p><p>---</p><p>Skills Acrobatics +30, Nature +25</p><p>Str 25 Dex 30 Wis 26</p><p>Con 22 Int 25 Cha 19</p><p>Alignment unaligned Languages Common, Draconic</p><p></p><p><strong>Sirrush Stalker Level 25 Lurker </strong> </p><p>Large natural magical beast XP 7,000 </p><p>HP 178; Bloodied 89 Initiative +26</p><p>AC 39; Fortitude 36; Reflex 42; Will 35 Perception +25</p><p>Speed 15 Darkvision, low-light vision</p><p></p><p>TRAITS </p><p>Bone Shield</p><p> A sirrush does not take maximum damage from critical hits. (Other critical effects apply normally.)</p><p>Evasion</p><p> If a close or area attack misses the sirrush hunter, it has no effect on the sirrush.</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Claw * At Will</p><p> Attack: Melee 2 (one creature); +30 vs. AC.</p><p> Hit: 2d6+10 damage. If the sirrush stalker is invisible, it deals an extra 2d6 damage.</p><p>(melee) Flurry of Claws * At Will</p><p> Effect: The sirrush uses claw twice.</p><p>Blinding Sprint * At Will</p><p> Effect: The sirrush turns invisible until the end of its next turn and shifts up to 5 squares. If it ends its turn adjacent to an enemy, its invisibility ends.</p><p></p><p>MOVE ACTIONS </p><p> </p><p>Sudden Leap * Recharge when the sirrush uses blinding sprint</p><p> Effect: The sirrush jumps up to 8 squares without triggering opportunity attacks.</p><p>---</p><p>Skills Acrobatics +30, Nature +25</p><p>Str 25 Dex 30 Wis 26</p><p>Con 22 Int 25 Cha 19</p><p>Alignment unaligned Languages Common, Draconic</p><p></p><p><strong>Sirrush Pack Hunter Level 30 Minion Skirmisher </strong> </p><p>Large natural beast XP 4,750 </p><p>HP 1; a missed attack never damages a minion Initiative +27</p><p>AC 44; Fortitude 41; Reflex 47; Will 40 Perception +28</p><p>Speed 15 Darkvision, low-light vision</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Claws * At Will</p><p> Attack: Melee 1 (one creature); +35 vs. AC.</p><p> Hit: 19 damage.</p><p></p><p>MOVE ACTIONS </p><p> </p><p>Sudden Sprint * At Will</p><p> Effect: The sirrush shifts up to 6 squares.</p><p>---</p><p>Skills Acrobatics +33, Nature +28</p><p>Str 25 Dex 30 Wis 26</p><p>Con 22 Int 25 Cha 19</p><p>Alignment unaligned Languages Common, Draconic</p></blockquote><p></p>
[QUOTE="the Jester, post: 5747745, member: 1210"] [B]SIRRUSH [/B] [B]Source:[/B] 3e Epic Level Handbook. In the early days of the cosmos, when the world was still in a constant flux of creation and destruction, the primal spirits were barely-formed prototypes of what they would become. As places of great primal power were created and destroyed, many of the spirits were formed and re-formed over and over again. Most eventually fell into a fairly permanent state when creation stabilized, but there were a few exceptions. The tulgar (MM3 197) are one example; the sirrush are another. One common theme that ran through each iteration of the world as it was made and unmade over and over was that of the hunt: the relationship between predator and prey. Though the beings that filled each role were different each time life was sparked anew, the hunt itself remained the same. However, each time the primordials destroyed the world to build it again, the hunt ended and the spirits that embodied it suffered tremendously. Each time they dwindled away, almost perishing before the renewal of life and the hunt strengthened them. This process, repeated over and over, annealed the spirits of the hunt. Soon they discovered that taking physical form allowed them to keep more of their strength when the hunt ebbed. However, while they managed to preserve more of their raw power this way, they found themselves less able to return to their original, nonphysical forms with each cycle. Now the sirrush are a race of spirits forced to live a corporeal life. A sirrush is vaguely feline in form, but with thick dragon-like scales instead of fur. Its head has a mane-like protective plate of scaled bone which helps to shield it from lethal blows. Sirrush are a mottled mix of silver, black and grey in color and weigh in at around 650 lbs. Huge, razor-sharp incisors project from its oversized mouth, and its talon-like claws are each as long as a human's entire hand. [B]Consummate Hunters:[/B] Though they are no longer true spirits, the sirrush remain devoted to the hunt with a degree of commitment most mortal creatures cannot comprehend. Most sirrush need to eat, but even those that do not live to chase their prey. Once a sirrush has chosen a creature as its quarry, it will hunt that creature across the entire world, and a sirrush prefers prey that can challenge it. Some have hunted entities as powerful as demon princes and godlings with various degrees of success. Others take it upon themselves to interfere with the Wild Hunt or other creatures that fancy themselves to epitomize predation. [B]Of Two Natures:[/B] Sirrush are caught between life as a true mortal creature, with mortal needs such as food and sleep, and existence as a primal spirit. Each sirrush is at a different point on the path between the two existences, and each seeks to find its own balance between the two. While most sirrush must fulfill their mortal requirements, some particularly spiritual individuals do not need to eat or even breathe. [B]Sirrush Hunter Level 25 Skirmisher [/B] Large natural magical beast XP 7,000 HP 230; Bloodied 115 Initiative +24 AC 39; Fortitude 36; Reflex 42; Will 35 Perception +25 Speed 15 Darkvision, low-light vision TRAITS Bone Shield A sirrush does not take maximum damage from critical hits. (Other critical effects apply normally.) Evasion If a close or area attack misses the sirrush hunter, it has no effect on the sirrush. STANDARD ACTIONS (mbasic) Claw * At Will Attack: Melee 2 (one creature); +30 vs. AC. Hit: 2d6+10 damage. (melee) Flurry of Claws * At Will Effect: The sirrush uses claw twice. (close) Stunning Roar (thunder) * Encounter Attack: Close blast 5 (each creature in blast); +26 vs. Fortitude. Hit: The target is stunned (save ends). MOVE ACTIONS Sudden Sprint * At Will Effect: The sirrush shifts up to 6 squares. Blinding Speed * Encounter Effect: The sirrush becomes invisible until the beginning of its next turn and shifts up to 10 squares. --- Skills Acrobatics +30, Nature +25 Str 25 Dex 30 Wis 26 Con 22 Int 25 Cha 19 Alignment unaligned Languages Common, Draconic [B]Sirrush Stalker Level 25 Lurker [/B] Large natural magical beast XP 7,000 HP 178; Bloodied 89 Initiative +26 AC 39; Fortitude 36; Reflex 42; Will 35 Perception +25 Speed 15 Darkvision, low-light vision TRAITS Bone Shield A sirrush does not take maximum damage from critical hits. (Other critical effects apply normally.) Evasion If a close or area attack misses the sirrush hunter, it has no effect on the sirrush. STANDARD ACTIONS (mbasic) Claw * At Will Attack: Melee 2 (one creature); +30 vs. AC. Hit: 2d6+10 damage. If the sirrush stalker is invisible, it deals an extra 2d6 damage. (melee) Flurry of Claws * At Will Effect: The sirrush uses claw twice. Blinding Sprint * At Will Effect: The sirrush turns invisible until the end of its next turn and shifts up to 5 squares. If it ends its turn adjacent to an enemy, its invisibility ends. MOVE ACTIONS Sudden Leap * Recharge when the sirrush uses blinding sprint Effect: The sirrush jumps up to 8 squares without triggering opportunity attacks. --- Skills Acrobatics +30, Nature +25 Str 25 Dex 30 Wis 26 Con 22 Int 25 Cha 19 Alignment unaligned Languages Common, Draconic [B]Sirrush Pack Hunter Level 30 Minion Skirmisher [/B] Large natural beast XP 4,750 HP 1; a missed attack never damages a minion Initiative +27 AC 44; Fortitude 41; Reflex 47; Will 40 Perception +28 Speed 15 Darkvision, low-light vision STANDARD ACTIONS (mbasic) Claws * At Will Attack: Melee 1 (one creature); +35 vs. AC. Hit: 19 damage. MOVE ACTIONS Sudden Sprint * At Will Effect: The sirrush shifts up to 6 squares. --- Skills Acrobatics +33, Nature +28 Str 25 Dex 30 Wis 26 Con 22 Int 25 Cha 19 Alignment unaligned Languages Common, Draconic [/QUOTE]
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