Kryx RPGThemesCreatures


Huge fiend (demon)


Defense note natural armor
Damage resistances cold, fire, lightning; bludgeoning, piercing, and slashing from attacks that aren’t cold iron
Damage immunities poison
Condition immunities poisoned

Speed 0 m., fly 4 m. (hover)
Skills Divinity (Cha) +13 (24), Insight +7 (18), Perception +13 (24)
Senses truesight 20 m.
Languages all, telepathy 20 m.

Contamination. The sibriex emits an aura of corruption 5 meters 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 Difficulty 20 Fortitude 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.

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.

Spellcasting. The sibriex uses Divinity (Cha) to cast spells (spell save Difficulty 21, +13 to hit with spell attacks). It has 17 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

At will: charm creature, command, detect magic, stasis

1/rest: feeblemind

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 an abyssal wretch, 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 5 meters 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
01–05The color of the target’s hair, eyes, and skin becomes blue, red, yellow, or patterned.
06–10The 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.
16–20One of the target’s legs grows longer than the other, reducing its walking speed by 2 meters.
21–25The target’s eyes become beacons, filling a 5-meter cone with dim light when they are open.
26–30A pair of wings, either feathered or leathery, sprout from the target’s back, granting it a flying speed of 5 meters.
31–35The target’s ears tear free from its head and scurry away; the target is deafened.
36–40Two of the target’s teeth turn into tusks.
41–45The target’s skin becomes scabby, granting it a +1 bonus to Defense but reducing its Charisma by 2 (to a minimum of 1).
46–50The target’s arms and legs switch places, preventing the target from moving unless it crawls.
51–55The target’s arms become tentacles with fingers on the ends, increasing its reach by 1 meter.
56–60The target’s legs grow incredibly long and springy, increasing its walking speed by 2 meters.
61–65The target grows a whiplike tail, which it can use as a whip.
66–70The target’s eyes turn black, and it gains darkvision out to a range of 20 meters.
71–75The target swells, tripling its weight.
76–80The target becomes thin and skeletal, halving its weight.
81–85The target’s head doubles in size.
86–90The target’s ears become wings, giving it a flying speed of 1 meter.
91–95The target’s body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage.
96–00The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned.

Actions (4)

Chain. Melee Weapon Attack: +6 to hit, reach 3 m. Hit: 13 (2d12) piercing damage.

Bite (1/turn). Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 9 (2d8) piercing damage plus 9 (2d8) acid damage.

Squirt Bile (1/turn). The sibriex targets one creature it can see within 20 meters of it. The target must succeed on a Difficulty 20 Reflex saving throw or take 35 (10d6) acid damage.

Warp Creature (1/turn). The sibriex targets up to three creatures it can see within 20 meters of it. Each target must make a Difficulty 21 Fortitude 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 become exhausted 1. 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 exhausted levels caused by it. Each failed save causes the target to gain 1 exhausted level. Once the target reaches 6 exhausted levels, 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 (3)

Only one legendary 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. The sibriex uses Warp Creature.


No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via