Alternate Versions
Size
Hero Forge: 11 ft. (XXL)
Lore: Huge (15 ft.)
Suggested: Huge to Gargantuan
Other Monikers
Obyriths, Obyrith Demons
Appearance
Abilities
- Warp creatures
- Poisonous contamination of surroundings
- Squirt acidic bile
- Chain attacks
- Legendary actions
- Legendary resistance
- Innate Spellcasting
- Flight
The unsettling stink of rotting flowers surrounds the large, bloated
figure that floats lazily in the air. The demon is hardly more than
a malformed face the size of a wagon. Where its ears should be
are instead a pair of atrophied arms with hands ending in
tremulous digits. Instead of a body, everything below its neck is a
writhing nest of puckers and stalks. It is tethered to the surrounding
ground by four steel chains that end in razor-sharp spikes.
Description
From Mordenkainen Presents: Monsters of the Mulriverse (2022):
Thought to be as old as the Abyss itself, sibriexes haunt remote parts of that plane, where they use their vile abilities to create new horrors and they seek ancient lore. Rivulets of blood and bile cascade from a sibriex’s body, polluting the surrounding landscape.
Sibriexes have spent eons amassing knowledge from across the planes, hoarding it for when it might be useful. Such are their incredible intellects and stores of information that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating demons into serving their ends, while others parcel out lore only when doing so advances their plans.
Sibriexes can channel the power of the Abyss to create new demons from other creatures. Some demons petition sibriexes for physical gifts, for sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely, though; they demand a service or a treasure in return for the flesh-shaping they provide.
Variant - Flesh Warping: Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex’s Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into a manes, the effect becomes a permanent feature of that body.
A creature can willingly submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 30 feet of the sibriex. At the end of the process, roll once on the table (or choose one effect) to determine how the creature is transformed permanently.
Flesh Warping
d100 Effect
01–05: The color of the target’s hair, eyes, and skin becomes blue, red, yellow, or patterned.
06–10: The target’s eyes push out of its head at the end of stalks.11–15The target’s hands grow claws, which can be used as daggers.
16–20: One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet.
21–25: The target’s eyes become beacons, filling a 15-foot cone with dim light when they are open.
26–30: A pair of wings, either feathered or leathery, sprout from the target’s back, granting it a flying speed of 30 feet.31–35The target’s ears tear free from its head and scurry away; the target is deafened.
36–40:Two of the target’s teeth turn into short tusks.
41–45: The target’s skin develops bark-like scales, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1).
46–50: The target’s arms and legs switch places, preventing the target from moving unless it crawls.
51–55: The target’s arms become tentacles with fingers on the ends, increasing its reach by 5 feet.
56–60: The target’s legs grow incredibly long and springy, increasing its walking speed by 10 feet.
61–65: The target grows a long, thin tail, which it can use as a whip.
66–70: The target’s entire eyes turn black, and it gains darkvision out to a range of 120 feet.
71–75: The target swells, tripling its weight.
76–80: The target becomes thin and skeletal, halving its weight.81–85The target’s head triples in size.
86–90: The target’s ears become wings, giving it a flying speed of 5 feet.
91–95: The target’s body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage.
96–00: The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned.
From Fiendish Codex I: Hordes of the Abyss supplement (2006):
Ancient and enigmatic, a sibriex is a master of augmenting and enhancing the fl esh by grafting Abyssal matter into the physical body of the subject.
A sibriex usually opens combat by spewing bile at an enemy, attempting to nauseate it. It spends the second round of combat using charm monster to attempt to cull allies from its enemies. It uses its feeblemind ability to neutralize enemy spellcasters as opportunities arise.
Sibriexes attack by animating their chains to lash at enemies in reach. They do so with shocking speed and grace, striking with one chain and then anchoring it to allow its other chains to strike in a single fluid motion. A sibriex’s bite is much less dangerous, but still unpleasant; it will use it against any creature within reach without hesitation.
Animate Chains (Su): A sibriex uses telekinesis (as the spell) to manipulate the four chains attached to its body as a free action. A sibriex’s chains are not considered part of the creature and can be sundered as if they were weapons wielded by the sibriex. A single chain has hardness 10 and 30 hit points. Given time, a sibriex can create new chains using its polymorph any object or major creation spell-like abilities.
Form of Madness (Su): A creature within 60 feet that observes a sibriex must attempt a DC 24 Will save. Failure indicates the creature’s mind is warped and twisted, and he comes to see the sibriex in question as the perfect physical form. The victim takes a –4 penalty on saving throws made to resist enchantment spells or spell-like abilities employed by that sibriex. Worse, the victim immediately takes 1d6 points of Charisma drain as his sense of self-worth and personality are diminished by the madness. This madness can be cured by heal, greater restoration. miracle, or wish. A creature that makes the save is immune to that particular sibriex’s form of madness for 24 hours. This is a mind-affecting ability that does not affect chaotic evil outsiders or creatures that have had a fiendish graft implanted by a sibriex. The save DC is Charisma-based.
Instant Graft (Su): Up to three times per day as a full-round action, a sibriex can use the Graft Flesh feat (Fiend Folio 207) to create and attach a fiendish graft without paying the requisite costs in gold or XP. The grafts are formed out of Abyssal chaos. A sibriex can attach an instant graft only to a willing or helpless target. Fiendish grafts are described in Fiend Folio, starting on page 209.
Squirt Bile (Su): Once every 1d4 rounds as a swift action, a sibriex can spew black bile out of one of the feeding tubes hanging from its lower body. If the sibriex succeeds at a +10 ranged touch attack, the target takes 12d6 points of acid damage and is nauseated for 1d4 rounds. A successful DC 27 Fortitude save negates the nausea. The save DC is Constitution-based.
Flight (Ex): A sibriex’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.
Sources
- Mordenkainen's Monsters of the Multiverse (2022)
- Mordenkainen's Tome of Foes (2018)
- Fiendish Codex I: Hordes of the Abyss supplement (2006)
- Dnd Wiki