Sirrush, Three-Headed (CR 28)

Large Magical Beast
Alignment: Usually chaotic neutral
Initiative: +25 (+17 Dex, +8 Superior Initiative); Senses: Blindsight 300 ft., darkvision 60 ft., low-light vision, scent, Listen +64, and Spot +64
Languages: Sylvan and Draconic


AC: 50 (+17 Dex, -1 size, +24 natural) touch 26, flat-footed 33
Hit Dice: 45d10+855 (1,102 hp); DR: 10/epic
Fort +45, Ref +43, Will +33
Speed: 120 ft.
Space: 10 ft./5 ft.
Base Attack +45; Grapple +67
Attack: Claw +63 melee
Full Attack: 4 claws +63 melee, 3 bites +61 melee
Damage: 4d6+9/19-20
Special Attacks/Actions: Pounce, stunning roar
Abilities: Str 47, Dex 45, Con 49, Int 26, Wis 43, Cha 33
Special Qualities: fast healing 25, SR 42; acid, cold, electricity, fire, and sonic resistance 15
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
Skills: Balance +65, Climb +66, Hide +65, Intimidate +59, Jump +102, Listen +64, Move Silently +65, Search +56, Spot +64, and Survival +64
Advancement: 46-55 HD (Large); 56-65 HD (Huge); 66+ HD (Gargantuan)
Climate/Terrain: Any
Organization: Solitary, pair, or pack (1-2 three-headed sirrushes and 4-9 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).