# Siabrie >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >chainsMelee/Ranged: +9/+16 > >Secondary: +4/+11 > >Multiattack: +7/+14 > >M/R_PA: +9/+16 > >2nd/PA: +4/+11 > >MA_PA: +7/+14 > >Itterative: 2 > > xDmg:: Str: +2; Str2: +3; StrOH: +1; StrPA: +2; StrPA2H: +3; StrPAOH: +1 > > xDCs:: Str: 19; Dex: 26; Con: 22; Int: 23; Wis: 20; Cha: 24 > > xFeat:: 8/8 (0) > > > > > > xLang:: 0/6 (6) <div class="grid-container"><div class="MON">Siabrie</div> <div class="CR">CR 18 (153,600 XP)</div> <div class="SOU">Web</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> CN Medium Fey **Init** +9 **Senses** low-light vision; **Perception** +25 #### defense **AC** 26, 19 touch, 17 flat-footed (+9 Dex, +7 natural) **hp** 120 (15d6+75); regeneration 5 (cold, lawful spells) **Fort** +10, **Refl** +18, **Will** +12 **Feint** 20, **Demoralize** 28 **DR** 25/epic; **SR** 29 **Resist** acid 30, sonic 30 #### offense **Speed** 40 ft., fly 120 ft. (perfect) **Melee** 4 chains +20 (2d6+6), bite +20 (1d8+6) **Ranged** sandblast +16 (4d6) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** awaken desert, desert awareness, gaze of ruin, healed by fire, sandtouch, sonorous voice #### statistics **Str** 14, **Dex** 29, **Con** 20, **Int** 22, **Wis** 17, **Cha** 25 **BAB** +7, **CMB** +9, **CMD** 28, **TA** +9, **RTA** +16 **Skills** Acrobatics +27 (+4 when jumping), Bluff +25, Craft +24 (sculpture), Diplomacy +25, Fly +35, Intimidate +22, Knowledge (arcana) +21, Knowledge (nature) +24, Perception +25, Spellcraft +24, Survival +18, Use Magic Device +25 **Languages** #### special abilities ### Awaken Desert (Su) Once per day, a siabrie can awaken the dormant spirits of the desert. Treat this as an elemental swarm spell cast by a 20th-level druid, except that all of the elementals appear at once. The elementals summoned can be of any type but water elementals. Air elementals summoned by this ability appear as swirling clouds of sand, and their attacks gain +1d10 bonus damage from the scouring grit. Earth elementals summoned by this ability appear as shifting humanoid mounds of sand. They are immune to piercing damage. Fire elementals summoned by this ability are incredibly fast. They gain a +4 dodge bonus to their AC and have a speed of 80 feet. ### Desert Awareness (Su) While in a desert, a siabrie uses the environment to best advantage. The creature cannot be flanked, can detect invisible creatures as if under the effects of a see invisibility spell (caster level 15th), and is immune to all mind-affecting attacks. ### Gaze of Ruin (Su) Anyone within 30 feet of a siabrie who meets the creature's glowing red eyes must succeed at a Will saving throw (DC 24) against this mind-affecting fear effect or become overwhelmed with feelings of hopelessness and despair; these victims can do nothing but sink to the ground and sob until the siabrie leaves or deactivates her gaze weapon. Such victims are considered to be helpless. Siabries are immune to their own gaze attacks and to those of others of their kind. They can suppress this gaze weapon as a free action; when it is active the siabrie's eyes shine with a blinding light that illuminates a 60-foot radius. ### Healed by Fire (Su) Any fire attack that would normally deal damage instead heals a siabrie. Any fire effect targeted on a siabre heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the siabre to exceed its full normal hit points, it gains any excess as temporary hit points. ### Sandtouch (Su) Any creature damaged by a siabrie's touch attack must make a Fortitude saving throw (DC 22) or turn to non-magic sand. A creature slain in this manner can be restored to life only by a miracle, true resurrection, or wish. ### Sonorous Voice (Su) As a full round action, a siabrie can lower the pitch of its voice and increase the volume so as to sound like the wind blowing over hollows in the rocks or dunes. The creature can maintain the sonorous voice for up to 1 minute by concentrating; each minute the radius of its effect increases by 1 mile. Each living creature with an Intelligence of 3 or greater in the area of effect must make a Will saving throw each round (DC 24) or become shaken. A shaken character who fails to save against this ability becomes frightened. A frightened creature who fails to save becomes panicked. A panicked creature who fails to save is rendered unconscious. All conditions imparted by this ability persist for 1d10 rounds after the siabrie ceases to use the ability. This is a mind-affecting, sonic, fear effect. A siabrie can use its sonorous voice once per hour.