The next dragon-kin is the
sirrush, although apparently that was a mis-translation of the creature’s actual name, mušḫuššu. It’s a creature from ancient Mesopotamian mythology, was the sacred animal of Marduk, and apparently is also called the Dragon of Chaos—chaos in the “primordial” sense of the word, not the D&D sense. It was also associated with the constellation of Hydra.
Sadly, neither that version of Chaos nor the D&D version is really present in the monster’s write-up, which is treated as just another beast. The sirrush was also written up in the 3x Epic Level Handbook, which gave it (and its three-headed variant) a stunning roar and the ability to resist being beheaded, which seems kinda niche to me. But I guess that vorpal swords are fairly common at Epic Levels. Neither the article’s version nor the 3e version includes the idea that the sirrush is a symbol of a sun god and grants protection and good luck—the sirrush from this article is Chaotic Evil while the one from the Epic Level Handbook is Chaotic Neutral. Pfui to that, says I!
While searching for info on mušḫuššu, I found
this art installation, This gave me Ideas, which I have incorporated into the monster. I also gave it a couple of spells (the AD&D version is nonmagical), one of which is
abstraction from Gate Pass Gazette #14. If you don’t have that issue, substitute
slow, since, uh,
abstraction is basically a cooler-looking, slightly weaker
slow spell. But it nicely fits into that whole primal chaos thing. We need more chaos spells that actually feel chaotic. Likewise, we need more Law spells that aren’t just useful to law enforcement officers.
Sirrush
Dragon’s Bestiary, Dragon Magazine #248
Creature by Gregory Detwiler; art by Terry Dykstra
Sirrushes are dragon-like creatures with tawny-gold scales and reddish points. They have a lion-like body and forelimbs, a long, sinuous neck and tail, curled horns, and a serpentine tongue that flickers in and out of their mouths in order to taste the air. With their bestial looks and aura of chaos, it’s difficult to tell that they are actually celestial beings and servitors of the gods.
Primordial Chaos. Sirrushes are beings made of chaos, the watery not-matter that existed before the worlds were formed. Although not true shapechangers, they can stretch their body so they flow like water, bending their way around obstacles and reaching much farther than one would think they should be able to. When it dies, a sirrush melts away into water.
The ancient, embryonic not-matter that sirrushes are made of predates the petty battles between good and evil that mortals and gods care about—and sirrushes don’t care about such things either. A sirrush is as likely to serve a benevolent god as it is a malevolent god.
Primal Guardians. These celestials are primarily tasked with being temple guardians—a job they take very seriously. Although they carry no treasure themselves, the temples they guard are often filled with unusual items. The knowledge needed to summon a sirrush is very rare or even lost, so typically only the oldest of temples have sirrushes guarding them.
Sirrushes are not bound to the temples they guard, unlike many other celestial guardians. They often travel the wilderness on quests for the gods they owe fealty to or even for the priests of their temples. These quests typically involve hunting down people who have stolen from the temple or have committed blasphemy. They eventually return to their temples, but decades or even centuries may pass beforehand. Should their temples be destroyed while they were away on business, they continue to guard the area while awaiting new orders from their often forgetful and fickle gods.
Climate/Terrain: any climate; Astral Plane, Elemental Chaos, desert, hill, ruin, settlement, temple, tomb
Legends and Lore
With an Arcana or Religion check, the characters can learn the following:
DC 15. Sirrushes are dragon-like celestials formed out of primordial chaos. They nearly always travel in mated pairs or small packs.
DC 20. Sirrushes often guard ancient temples dedicated to gods of chaos or light.
Sirrush Encounters
Challenge Rating 5-10 1-2 sirrushes; sirrush and coatl; sirrush and 2d4 spirit soldiers (from To Save A Kingdom); sirrush and 1-2 cult fanatics or priests
Treasure: 500 gp, 100 sp, 2 peridots (500 gp each),
blue bag of tricks, chime of opening, scrolls of bestow curse, control water, and
enervating light
Challenge Rating 11-16 3-4 sirrushes; sirrush and high priest; 2 sirrushes and 2-3 angels of battle or angels of vengeance (from
conjure celestial spell)
Treasure: 130 pp, gold and ruby holy symbol (750 gp), 2 topazes (500 gp each), rare book on the planes (250 gp),
+1 chain, decanter of endless water, spell scroll of gentle repose
Signs
1. An ancient temple decorated with rich mosaics that are strangely untouched by time
2. Stylized images of dragons and gods carved into rock walls
3. A shrine heaped with offerings
4. An undefinable, yet unsettling, feeling of uncertainty and movement; people entering the area feel jittery
Behavior
1. Guarding the temple, refusing entry to anyone save the highest priests
2. Engaged in rituals dedicated to a god of the sun or of primordial chaos
3. On the hunt for a particular blasphemer
4. Approaches party, asks their intentions in the area; will offer help in the PCs’ are engaging in actions that goes along with the sirrush’s interests.
5. Tending to a wounded person.
6. Engaging in minor mischief in order to bring more chaos to the place
Names
Ahimelek, Davcina, Ilukassat, Kingu, Sininun
Sirrush
Large celestial (dragon); Challenge 5 (1,800 XP)
AC 15 (natural armor)
HP 95 (10d10+40 bloodied 47)
Speed 50 ft.
STR 22 (+6)
DEX 16 (+3)
CON 19 (+4)
INT 8 (-1)
WIS 14 (+2)
CHA 16 (+3)
Proficiency +3;
Maneuver DC 17
Saving Throws Dexterity +6, Wisdom +5, Charisma +6
Skills Intimidation +6, Perception +5, Religion +2, Stealth +6, Survival +5
Damage Immunities radiant, poison
Condition Immunities blinded, poisoned
Senses darkvision 120 ft., truesight 60 ft., passive Perception 15
Languages Abyssal, Celestial, Common, Draconic, Infernal
Chaotic. The sirrush radiates a Chaotic aura.
Detect Alignment. The sirrush knows the alignment, if any, of each creature within 30 feet that it can see.
Innate Spellcasting. The sirrush’s spellcasting trait is Charisma (spell save DC 14). It can innately cast the following spells, requiring only material components:
At will:
detect magic
3/day each:
abstraction, bless, create food and water, cure wounds, lemure transformation, lesser restoration
Long Jump. The sirrush can long jump up to 30 feet, with or without a running start.
Pack Tactics. The sirrush has advantage on attack rolls against a creature if at least one of the sirrush’s allies is within 5 feet of the creature and is not incapacitated.
Rejuvenation. If it dies, the sirrush gains a new body in 1d6 days, regaining all its hit points. This trait can be removed with a
wish spell.
Water Mastery. The sirrush cannot be harmed or moved by any attack or spell that uses water or is from the water school of magic.
Actions
Multiattack. The sirrush attacks three times: once with its bite and twice with its claws. It can substitute a tail attack for a bite attack.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 11 (1d10+6) piercing damage and must make a DC 15 Constitution saving throw against poison. On a failure, the creature is confused until the end of its next turn.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 10 (1d8+6) slashing damage. If the sirrush moves at least 20 feet straight towards the target before the attack, the target must make a DC 17 Strength saving throw, falling prone on a bite.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 10 (1d8+6) slashing damage plus 11 (2d10) poison damage.
Sun-Filled Eyes (Recharge 5-6). The sirrush targets one creature, or two creatures who are within 5 feet of each other, and bright sunlight bursts from its eyes. The target must make a DC 15 Dexterity saving throw, taking 33 (6d10) radiant damage on a failed save or half as much on a successful one.
Bonus Actions
Flow. The sirrush melts into a flowing form. Until the start of its next turn, it has resistance to nonmagical damage from weapons and can move up to its speed without provoking attacks of opportunity. At the end of this movement, it makes a bite attack.
Opportune Bite. The sirrush makes a bite attack against a prone creature.
Combat
The sirrush targets its most dangerous foes with its Sun-Filled eyes, then uses Flow to get close to a different target to attack it with a bite. It retreats only if the stakes are minor.
Variant: Devolved Sirrush
Sometimes, when a sirrush is away from a temple, they find the allure of true freedom to be too strong for it to resist, and they quit their duties and remove themselves from the service of their gods. Bereft of purpose, they become wilder and more chaotic, until it loses much of its mind and even some of its shape. The devolved sirrush is rubbery, with no apparent structure to it, and its hide is dotted with eyes.
A devolved sirrush’s type changes to celestial (aberration) and its CR increases to 7 (2,900 XP). Its Intelligence becomes 5 (-3) and its Wisdom and Charisma become 10 (+0). It loses its Rejuvenation trait, its Sun-Filled Eyes gains a Recharge of 4-6, and it gains the following traits:
Amorphous. The devolved sirrush can pass through an opening as narrow as 1 foot wide without squeezing.
Expanded Spell List. The devolved sirrush knows the following additional spell, which it can cast 1/day:
wall of flesh.
Many-Eyed. The devolved sirrush has advantage on Perception checks that rely on sight, has advantage on saving throws to avoid being blinded, and can't be flanked.
Regeneration. The sirrush regains 10 hit points at the beginning of each of its turns as long as it has at least 1 hit point.
Additionally, the Multiattack action has been altered:
Multiattack. The sirrush attacks four times times: twice with its bite and twice with its claws. It can substitute a tail attack for a bite attack.