Sirrush (CR 24)

Large Magical Beast
Alignment: Usually chaotic neutral
Initiative: +23 (+15 Dex, +8 Superior Initiative); Senses: Blindsight 300 ft., darkvision 60 ft., low-light vision, scent, Listen +57, and Spot +57
Languages: Sylvan and Draconic


AC: 44 (+15 Dex, -1 size, +20 natural) touch 24, flat-footed 29
Hit Dice: 40d10+680 (900 hp); DR: 10/epic
Fort +39, Ref +37, Will +27
Speed: 90 ft.
Space: 10 ft./5 ft.
Base Attack +40; Grapple +60
Attack: Claw +56 melee
Full Attack: 4 claws +56 melee, bite +54 melee
Damage: Claw 2d6+16/19-20 (+1d6 on critical hit), bite 4d6+8/19-20
Special Attacks/Actions: Pounce, stunning roar
Abilities: Str 42, Dex 40, Con 44, Int 21, Wis 38, Cha 28
Special Qualities: fast healing 20, SR 39; acid, cold, electricity, fire, and sonic resistance 10
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
Skills: Climb +59, Hide +58, Jump +83, Listen +57, Move Silently +58, Spot +57, and Survival +57
Advancement: 41-50 HD (Large), 51-60 HD (Huge), 61+ HD (Gargantuan)
Climate/Terrain: Any
Organization: Solitary, pair, or pack (4-9 sirrushes and 1-2 three-headed sirrushes)
Treasure/Possessions: Standard

Source: Epic Level Handbook

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 Constitution-based.

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 sirrush 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).