Two ch ain d evils named Shalok and Jank are tortur-
ing the sibriex under the guidance of Fetchtatter, a cruel
a rcanaloth who signed an infernal contract with Bel,
guaranteeing the arcanaloth's loyalty to Bel in exchange
for magic items and spellbooks. All three fiends are im-
mune to the sibriex's Warp Creature power.
Fetchtatter uses its speaking horn to address the
sibriex, treating it like an idiot child. The arcanaloth's
declarations typically begin with, "Tell me everything
you know about ... " and e nd with a long pause as it
waits for the sibriex to answer. The sibriex has grown
increasingly obstinate, much to Fetchtatter's chagrin.
The arcanaloth offers three soul coins to the characters
if they can make the s ibriex talk, but it has no intention
of honoring this agreement.
TREASURE
Fetchtatter wears a ring of x-ray vision on its right hand.
In the pockets of its bile-stained robe are two potions
of greater healing and six soul coins (see page 94).
The arcanaloth also carries a grimy spellbook bound
in chasme flesh. Fetchtatter's s pellbook contains all the
spells the arcanaloth has prepared.
SIBRIEX
Huge fiend (demon), chaotic evil
Armor Class 19 (natural armor)
Hit Points 150 (12d12 + 72)
Speed 0 f t., fly (^20) ft. (hover)
STR
10 (+0)
DEX
3 (-4)
CON
23 (+6)
Saving Throws Int +13, Cha +13
INT
25 (+7)
WIS
24 (+7)
Skills Arcana +13, History +13, Perception +13
CHA
25 (+7)
Damage Resi stances cold, fire, lightning; bludgeoning,
piercing, and slashing damage from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 23
Languages all, telepathy 120 f t.
Challenge (^18) (20,000 XP)
Contamination. This sibriex emits an aura of corruption 30
feet in every directi on. 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 dam·
age. 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 i nnately 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 i nstead.
Magic Resistance. The sibriex has advantage on saving throws
against spells and other magical effects.
I NTERROGATING THE SIBRIEX
Before it was captured by Bel's fiends, the sibriex wan-
dered throughout Avernus, amassing information from
every location it visited. At your discretion, the sibriex
could have knowledge of other locations shown on the
characters' map of Avernus. It gives up what it knows
only if the characters use magical methods of interroga-
tion. lt doesn't know anything that can help the charac-
ters find the Sword of Zariel , but it knows where Bel's
nine adarnantine rods are located.
The sibriex uses its telepathy to contact the first party
member who comes within 120 feet of it, offering infor-
mation in exchange for its freedom. The character with
whom the sibriex is speaking telepathically can detect
the insincerity of the sibriex's offer with a successful DC
17 Wisdom (Insight) check. Contrary to its claim, the
s ibriex doesn't plan to help the characters.
A character can, with a s uccessful DC 17 Charisma
(Deception or Persuasion) check, convince the sibriex
to share one bit of useful information as a show of good
faith. If asked about the adamantine rods, the sibriex
claims to have seen all nine rods in the wreck of a
crashed flying fortress. The sibriex won't reveal the
ACTIONS
Multiattack. The sibriex uses Squirt Bile once and m akes 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 ofit. 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 poi·
son 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 in·
stantly transforms into a living abyssal wretch (see page 118
for it s stat block) under the sibriex's control. The transforma·
ti on of the body can be undone only by a wish spell.
LEGENDARY ACTIONS
The sibriex can take 3 legendary actions, choosing from the op·
tions 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.
CHAPTER 3 I AVERNUS
117