Sibirex DnD 5e: Stat Block, Guide (and Our favorite Encounters)

Last Updated on November 15, 2023

Sibirex

Huge Fiend (Demon) Chaotic Evil

  • Size:  Huge
  • Creature Type:  Fiend (Demon)
  • Alignment: Chaotic Evil
  • Armor Class: 19
  • Hit Points: 150 (12d12 + 72)
  • Speed: 0 feet, fly 20 feet (hover)
  • STR 10 (+0) DEX 3 (-4) CON 26 (+8) INT 25 (+7) WIS 23 (+6) CHA 25 (+7)
  • Saving Throws: Intelligence +13, Charisma +13
  • Skills: Arcana +13, History +13, Perception +13
  • Damage Resistances: Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical attacks
  • Damage Immunities: Poison
  • Condition Immunities: Poisoned
  • Senses: Truesight 120 feet, Passive Perception 23
  • Languages: All, Telepathy 120 ft
  • Challenge: 18 (20000 XP)

Contamination: The Sibriex emits an aura of corruption 30 feet in every direction. Plants that aren’t creatures wither in the aura, and the ground in it is difficult terrain for other creatures.

Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this Sibriex’s Contamination for 24 hours.

Innate Spellcasting: The sibriex’s innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: At will: Charm Person, Command, Dispel Magic, Hold Monster 3/day: Feeblemind

Legendary Resistance (3/Day): If the Sibriex fails a saving throw, it can choose to succeed instead.

Magic Resistance: The Sibriex has advantage on saving throws against spells and other magical effects.

Actions

Multiattack: The Sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both.

Chain: Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) piercing damage.

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage plus 9 (2d8) acid damage.

Squirt Bile: The Sibriex targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 35 (10d6) acid damage.

Warp Creature: The Sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. 

On a successful save, a creature becomes immune to this Sibriex’s Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. 

Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. 

Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the Sibriex’s control. The transformation of the body can be undone only by a wish spell.

Legendary Actions

The sibriex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn.

The Sibriex regains spent legendary actions at the start of its turn. Cast a Spell. The Sibriex casts a spell. Spray Bile. The Sibriex uses Squirt Bile. Warp (Costs 2 Actions). The Sibriex uses Warp Creature

A sibriex is an ancient type of demon, one that has occupied Baator since before Asmodeus took his rule. These eldritch creatures are masters of manipulation, twisting both the minds and the bodies of those who have the misfortune of crossing their paths.

The Sibirex is undoubtedly one of the Forgotten Realms’ most horrifying creatures. These Obyrith demons grafted Abyssal flesh to their timeless bodies until they became naught more than floating, head-like masses of rotting flesh.

Suggested Sibriex Encounters

  • Suggested Party Size: 3-4
  • Suggested Party Level: 17-20

Quick Tactics for Sibriex

  • Battlefield Control
  • Exhaust Opponents
  • Overwhelming Presence

The sibriex seeks to warp the minds and flesh of weaker creatures. It does so by first using its battlefield control spells to manipulate its enemies, and then using its warp creature action. 

Inflicting the poisoned condition will slowly exhaust a creature, eventually turning them into an abyssal wretch or a manes (depending on which stat block you’re using). 

This onslaught of control and exhaustion is compounded by the sibriex’s legendary actions, which allow it to continue impacting its opposition outside of its turn. 

Unless characters are succeeding against the poison’s initial saving throw, they’ll be subject to being targeted again and again, until the sibriex dies or succeeds in killing it’s enemies.

Lastly, sibriex are cowardly creatures that don’t pick fights with creatures stronger than themselves. If they no longer feel like they have the upperhand, they may retreat or attempt to bargain.

A Player’s Guide to Hunting Sibirexes

Sibirexes are a frightening enemy that packs quite a punch for the uninitiated. Low Constitution players will want to stay as far away from the Sibirex as they can to avoid even being targeted by Warp Creature.

Warp Creature leaves your character vulnerable to death from the posion and vulnerable to becoming a turncoat under the Sibirex’s control.

The Sibirex packs a lot of damage, not even relating to the Warp Creature ability. The Warp Creature ability is kind of just the icing on the carrion-cake, so to speak.

Bringing not just magical resistance but legendary resistance and actions makes the Sibirex a devasting threat to parties who aren’t prepared to take on the Sibirex’s violent nature.

You’ll want a beefy frontline who can stand up to the Sibirex’s Warp Creature ability. This frontline can attract the Sibirex’s attention to its immediate threats and help keep the squishier, ranged characters safe in doing so.

Those who can cast Lesser Restoration will want to hold spell slots for the spell in case Warp Creature poisons anyone.

Spellcasters will want to focus their efforts on damage outside of Cold, Fire, and Lightning. So, unfortunately, no Firebolts or Fireballs, but spells like Toll the Dead, Inflict Wounds, and Thunderwave will allow you to deal large amounts and deal full damage while doing so.

Happy hunting!

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