# Sibriex >[!rimg]+ > ![[Placeholder2.png]] <div class="grid-container"><div class="MON">Sibriex</div> <div class="CR">CR 15 (51,200 XP)</div> <div class="SOU">Fiendish Codex 1 pg. 52</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> CE Large Outsider (chaotic, evil, obyrith) **Init** -4 **Senses** darkvision 60 ft., true seeing; **Perception** +25 **Aura** form of madness (60 ft., DC 24 Will) #### defense **AC** 25, 5 touch, 29 flat-footed (-4 Dex, +20 natural, -1 size) **hp** 233 (15d10+150); fast healing 10 **Fort** +15, **Refl** +5, **Will** +16 **Feint** 35, **Demoralize** 32 **DR** 15/cold iron and lawful; **SR** 26 **Immune** acid, mind-affecting, nausea, poison; **Resist** cold 10, electricity 10, fire 10 #### offense **Speed** fly 20 ft. (good); floating **Melee** 4 chains +20 (2d6+6), bite +15 (1d8+3) **Space** 10 ft., **Reach** 5 ft. (15 ft. with chains) **Special Attacks** squirt bile **Spell-Like Abilities**(CL 15th; Concentration +22) > **At will**— _charm monster_, _greater command_, _hold monster_, _greater dispel magic_, _major creation_, _sending_ > **3/day**— _feeblemind_ #### statistics **Str** 22, **Dex** 3, **Con** 30, **Int** 25, **Wis** 24, **Cha** 25 **BAB** +15, **CMB** +22, **CMD** 28, **TA** +20, **RTA** +10 **Feats** [[Combat Expertise]], [[Dark Speech]], [[Graft Flesh]] (fiendish grafts), [[Greater Spell Focus]] (enchantment), [[Improved Trip]], [[Power Attack]], [[Spell Focus]] (enchantment), [[Vital Strike]] **Skills** Bluff +25, Diplomacy +22, Fly +16, Heal +25, Intimidate +22, Knowledge (arcana) +25, Knowledge (dungeoneering) +25, Knowledge (planes) +25, Linguistics +22, Perception +25, Sense Motive +25, Spellcraft +25, Use Magic Device +22 **Languages** Abyssal; telepathy 100 ft. #### Special Abilities ### Animate Chains (Su) A sibriex can maneuver its chains telekinetically to manipulate objects and to lash out at enemies. This is a mental-only action. These chains deal 2d6 bludgeoning damage and have a reach of 15 feet. The chains are locked into place (granting a +10 to the siberex's CMD to disarm attempts). Each chain has a hardness of 10 and 30 hit points. ### 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 Will saves against enchantment effects, and their Charisma is permanently lowered by 1d6 points. This madness can be cured by _heal_, _greater restoration_, _limited wish_, _wish_ or similarly powerful magic. A creature that makes the save is immune to that particular sibriex’s form of madness for 24 hours. This is a mind-affecting effect 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 to create and attach a fiendish graft to a helpless or willing creature. The sibriex does not need to pay the requisite costs, as the grafts are formed out of Abyssal chaos. ### Squirt Bile (Su) As a swift action, a sibriex can spew black bile out of one of the feeding tubes hanging from its lower body. This is a as a ranged touch attack with a range of 80 feet and no range increment. Creatures hit with the spew take 12d6 acid damage, and must succeed on a DC 27 Fortitude save or be nauseated for 1d4 rounds. A successful save instead makes the creature sickened for 1d4 rounds. A sibriex must wait 1d4 rounds before using this ability again. The save DC is Constitution-based. #### tactics 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 #### ecology **Terrain** Any land (Abyss) **Organization** Solitary **Treasure** Standard **Advancement** Advancement 16–29 HD (Large); 30–45 HD (Huge) 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. Sibriex are ancient creatures. During the Upheaval, they were called upon to augment the armies of the Queen of Chaos with fiendish grafts. The sibriexes were too canny, however, to allow themselves be roped into the war. As a result, they survived that war relatively unscathed and now serve the new tanar’ri lords as sages and sculptors of flesh much in the same way they served the obyrith lords of old. Sibriexes might have survived the downfall of the obyriths, yet even at the height of obyrith control, their numbers were never vast. No new obyriths have been created since the Queen of Chaos retreated into the depths of the Abyss, and it seems likely that the conditions for these demons to reproduce were lost along with the obyriths’ dominion. The total number of remaining sibriexes is unknown, but it certainly doesn’t number much more than a few hundred. As a result, these demons are spread far and wide across the Abyss, never more than one to a layer. Their lairs are formidable fortresses guarded by armies of lesser demons and charmed monsters. Sibriexes are 15 feet tall and weigh 1,500 pounds. These creatures have chains attached to body harnesses, which they can animate and use to “walk” along the ground.