
And while Monsters of the Multiverse does a similar thing to the 2024 Monster Manual in splitting apart the 'demon' and 'devil' monster groups and arranged everyone alphabetically, I find it much easier to talk about the fiends in one go. So just like how it was in my original Mordenkainen's Tome of Foes review, the demons will have one article, and then the devils and yugoloths get another article, before we go on with the rest of the book.

Demons - Alkilith
Whenever Alkiliths take root (or whatever the correct terminology is for demonic tanar'ri moss), however, they weaken the fabric of reality, and turn that gateway into a demonic portal for other demons to come through. The concept of 'demon gates' is a pretty simple one that has proven to be quite effective, particularly in video games. Hi, Oblivion! But the Alkilith gives the option of making that demon gate into its own, sentient demon. Which, in a way, makes complete sense that some of these fiends are adapted into actually functioning as portals.


____________________________________________________

Demons - Armanite



Demons - Bulezau



Demons - Dybbuk


Demons - Maurezhi




Demons - Nabassu




Demons - Rutterkin




Demons - Sibriex



Demons - Wastrilith
Design-wise, the Wastrilith's body layout is relatively simple, following that 'Yuan-ti Abomination' body layout of having a snake's (well, eel's) body with a humanoid torso and arms. The Wastrilith gets to be a lot more colourful, though, with a fish head, hooks for arms, and a whole mass of random leaf-like fins that sprout all over his body. I particularly like the detailing of that colourful flow of scales running down the Wastrilith's flank.


As per my what I've been saying in previous posts in my revival of the D&D 5th Edition monster reviews, I am not going to talk about named entities here. The Demon Lords almost made it in because some of them have pretty neat designs (well, mostly Demogorgon, Juiblex and Zuggtmoy) but as a whole, it makes the production of these articles much easier. As I found out during the process of writing and editing, I just don't really care that much to have such a huge chunk of the monster review be me regurgitating the history of the character (which wikis and sourcebooks do much better) as compared to talking about the fantasy biology and abilities of more 'common' creatures.
This part contains all the variations of the Tanar'ri Demons introduced, which are the Chaotic Evil ones that want to spread wanton destruction and everything. I covered much more about the Demons in D&D here.
- Click here for the previous part.
- Click here for the next part.
- Click here for the index.
[Originally published June 2020; Revised on May 2026]
____________________________________________________

Demons - Alkilith
- 5.5E/5E: Medium Fiend - Demon; Chaotic Evil; CR 11
The Alkilith is an obscure demon that originally debuted in bonus material for 2nd Edition's Planescape setting, and briefly showed up in 3E's Fiend Folio as a heavily retooled version of itself. And when selecting from the dozens of demons available from D&D's history, Mordenkainen's Tome of Foes decided, rightfully so, that this rather obscure gate-fungus demon is what they needed. And I really like it! It is such a stark contrast to all of the monstrous animal-people that D&D has been using for their demons.
The Alkilith, at first glance, doesn't look like a demon. It doesn't even look like a proper monster, being instead a foul fungal growth that only manifests on 'apertures'. This could be doorways, windows and anything that looks like a portal. From the artwork of both 2E and 5E, the mossy material really does look nasty but ultimately innocuous, save for the random, mismatched glowing red demon eyes. Which, I assume, the Alkilith can just close.
Whenever Alkiliths take root (or whatever the correct terminology is for demonic tanar'ri moss), however, they weaken the fabric of reality, and turn that gateway into a demonic portal for other demons to come through. The concept of 'demon gates' is a pretty simple one that has proven to be quite effective, particularly in video games. Hi, Oblivion! But the Alkilith gives the option of making that demon gate into its own, sentient demon. Which, in a way, makes complete sense that some of these fiends are adapted into actually functioning as portals.


A lot of great description about the Alkilith, too. Quoth Mordenkainen: "The appearance of an Alkilith in the world heralds a great wrongness and imminent catastrophe." This transformation takes a bit of time (anywhere from 6 to 36 days), as the Alkilith needs to anchor itself and attune the gateway to the Abyss, but if we are being honest... who, really, is going to look at some fast-growing moss and think 'oh, a demon portal' instead of calling the cleaner's?
Combat-wise, despite having a very respectable 11 Challenge Rating, the Alkilith wants to do its job stealthily. I imagine that in a campaign, the Alkilith would have either already turned itself into a portal in the midst of disgorging out demons, or probably trying to create a portal in a location that the adventurers would realistically visit several times (which would be a nice bit of buildup as they maybe notice the moss, but fail their investigation checks... or if they catch the demon early). In addition to typical ooze-y abilities like spider climb and amorphous form, Alkiliths have resistance against magic and the ability to 'ferment confusion', causing a nasty buzzing in the heads of anyone around it and get some disadvantage. Cleverly, I feel like this is something that could be attributed to like, a moss with poisonous spores or something. The jump from just a weird moss and a portal to the Abyss is deliciously wild.
We also get some nods to the 3.5E version of the Alkilith, as 5E's Alkilith agrees with 3.5E's origin that the Alkliliths are spawned off of the body of the ooze demon lord Juiblex. Juiblex was also statted out in Tome of Foes! 3.5E, which doesn't really like 'ambient' monsters, turns its take on the Alkilith into a pollution ooze demon. Which is, by the way, a very cool concept of its own, but it's not anywhere as weird as a moss gateway to hell. Interestingly, Tome of Foes notes that Alkiliths must find escape routes out of the Abyss into the Material Plane, because 'most cultists consider them too risky to summon'. I highly disagree, the whole point of these nihilistic fantasy cults is that they have absolutely no reservations at going over the line in their worship of their demons!

Demons - Armanite
- 5.5E/5E: Large Fiend - Demon; Chaotic Evil; CR 7
Debuting in 2E, and featured in the demon-themed books for 3.5E and 4E, the Armanite feels like a pretty simple concept. The regular batch of D&D demons are really a colourful and eclectic bunch compared to more 'serious' demon lineups in games like Doom or Diablo. Which is why I appreciate the options for more dour designs compared to the more colourful Hezrous, Yochlols and Chasmes. (This was why 4E had the 'flayed man' Evistro as the common minion demon instead of the Dretch).
Armanites in 5E are basically just demonic centaurs, which... isn't the most interesting design, but the artwork does deliver on the aesthetic. It's not an aesthetic that I am particularly fond of, but it does work for a member of a gnashing demonic horde. Some nice details there, like the armour and the horns on the Armanite's head and shoulders. This builds into the fact that Armanites is a walking arsenal of natural weapons, from the whip-like tail, horned heads and taloned fingers. They also have some innate magic, being able to summon lances of lightning. I've heard the Armanite described as 'minotaur-centaurs', which... I can see that. Being classified as large, they are probably larger than a typical non-monstrous centaur.


The CR 7 Armanite form the role of 'heavy cavalry' among the demonic hordes, and in the blasted field of the Abyss, great herds of these Armanites charge across the fields to do combat with anything and everything. If they can't find foes, they will fight each other. They are meant to be simple, brutish savage minions, and that's okay. I don't really have a ton to say about that otherwise, but they make a nice alternate option for a lesser demon to menace lower-leveled parties and I do like options.
____________________________________________________

Demons - Bulezau
- 5.5E/5E: Medium Fiend - Demon; Chaotic Evil; CR 3
The Bulezau is also a very 'classic mythology' looking demon, being obviously based on the real-world iconographies of goat-man demon Baphomet (unlike D&D's take on the demon, who is more of a minotaur-man). And at CR 3, the Bulezau is, again, quite suited to pad out the lower ranks of the demons while having that classical demonic feel.
Just being a creepy goat-man isn't quite interesting, though, as cool as that squatting art of the Bulezau is. They are given the additional gimmick of a disease demon as well. They have a 'rotting presence' due to their disfiguring ailments, inflicting damage to anyone around them. Their barbed tail is also laced with a flesh-rotting poison that reduces your hit point maximum. As the description notes, 'crusted eyes, maggots wriggling in open sores and a reek of rotten meat'.


That disease bit is just a small portion of what the Bulezaus are, though. They are not just manifestations of disease, but also that of animalistic rage. They are demons, after all, and lower-ranked ones at that. Bulezaus lurk in canyons and crags, and are happy to serve as footsoldiers in the Abyss's wars. They crave violence, they want to kill, and if not corralled into battle, they gather into scrabbing, wrestling mobs. Which probably is going to spread all those pestilent, purulent diseases.
This is basically the same characterization that the Armanite has, sure, but I do think that Tome of Foes does really want to pad out the lower ranks of the demons. Demons being more 'chaotic evil' and less rigidly defined by society means that there really should be a lot more weaker, weirder demons running around. And having some nice, single-digit CR options with a more traditional look is a nice little cast expansion for the D&D demons.
(To note, in the 5E Monster Manual, not counting 'fodders' like Dretches and Manes, we have tiny spy Imp, shadow-monster Shadow Demon, gorilla-man Barlgura, toad-man Hezrou, mosquito-man Chasme and bird-man Vrock... none of which really looks properly demonic until we hit the CR 9 Glabrezu).
____________________________________________________

Demons - Dybbuk
- 5.5E/5E: Medium Fiend - Demon; Chaotic Evil; CR 4
Oh! One of my favourite demons from this book is the Dybbuk. Borrowing its name from a possessing spirit from Jewish mythology, the Dybbuk is reinterpreted in Dungeons & Dragons as a demon that possesses corpses. The 5th Edition artwork only shows the reanimated corpse, but both the description and older 3E material show the Dybbuk in its true form -- a ghostly jellyfish. But not just a mere jellyfish, but one whose features are contorted into a scowling face. That right there makes it so much more charming and disturbing as a monster.
A Dybbuk's entire deal is its 'violate corpse' ability, puppeteering the corpse from within and using it to 'engage in a range of sordid activities'. Which the statblock and flavour text give several examples of, inspired by classic horror movies -- vomiting gouts of blood, excreting piles of squirming maggots, twisting its head all the way around, or contorting their limb to scuttle on the ground. Typical Exorcist stuff. I am not really sure what the main point of this is, other than typical chaos and spreading of fear, the Dybbuks are just dicks, I suppose!

When they initially enter the Material Plane, or if their 'host' corpse is destroyed, the Dybbuk is forced to travel in their natural jellyfish form, which is incorporeal and ghostly. Dybbuks don't like to travel in this form, and they look for nearby corpses to take over. The Dybbuk has several natural spells (Fear, Dimension Door, Phantasmal Force) which in the original Tome of Foes printing it can only use in its natural form; but the Monsters of the Multiverse reprint rephrases this so that the Dybbuk can utilize these spells from within the corpse.
That bit does make the Dybbuk a bit more interesting since the zombie corpse has a combative purpose, being a 'shield' to protect its true form. Again, it's okay, I suppose, for Dybbuks to be just possessing corpses for the shits and giggles, but considering that as written, it's not going around killing people, or creating more Dybbuks somehow, or extracting souls, it feels a bit weird to want to understand what Dybbuks are meant to accomplish other than just being a creepy encounter.
One last thing to note that isn't represented in 5th Edition but was in the Dybbuk's original 3E debut is that Dybbuks are from a different sub-race of demons called the 'Loumara' (as opposed to 'Baatezu', which comprises of almost all the other demons). Loumaras are supposed to be more ghostly, spirit-like demons that are born out of 'dreams of dead gods' in the Abyss. They never really caught on because the others didn't really feel 'demonic', but I am happy that 5th Edition rescued the most memorable of them all, the Dybbuk.
____________________________________________________

Demons - Maurezhi
- 5.5E/5E: Medium Fiend - Demon; Chaotic Evil; CR 7
I went on record when I did this review in 2020 that I found the Maurezhi to be one of the least interesting fiends in Tome of Foes. My opinions still hasn't changed, especially since I completely forgot it existed until I opened up my document to work on this article. The Maurezhi sits in a weird spot where it is classified as a demon, but its gimmick revolves around the undead. No, a specific type of undead, the ghouls. Which explains why the Maurezhi's artwork in all its incarnations is just... a ghoul. 5E gives it some really nice detailing, with the pot-belly and the bloodstained claws, but I really wished that they had done something to differentiate the Maurezhi from just a particularly emaciated ghoul.
It doesn't help, either, that Ghouls already have a 'boss' with a fancier name, being the Ghast. And furthermore, Devourers also exist as this link between undead and demons, and being far more memorable in its gimmick and appearance. Which leaves the poor Maurezhi a bit lacking of identity as a 'demonic ghoul'.


Maurezhis were created by an exarch of Orcus called Doresain, the King of Ghouls. Doresain turned a bunch of elves into the demonic Maurezhi, giving them super-ghoul powers. Unlike regular ghouls, a Maurezhi's bites and magic resistance works against its fellow elves... an effect that is severely diluted because Ghasts also already have that effect. Maurezhis can also raise fallen ghouls and ghasts, which... also doesn't feel all that special.
Perhaps the only really cool thing that the Maurezhi can do that isn't just taken from the Ghoul/Ghast statblock is its ability to 'assume form'. The Maurezhi can assume the form of a humanoid that it has eaten, which is creepy and cool... but the disguise only lasts less than a week, at which point the disguise rots and 'sloughs off' like dead skin. That's something, I suppose? It's a nice middle-of-the-road demon for a more undead or Orcus themed session or campaign; but otherwise I'm just not particularly enthused with this one. The Dybbuk or the Devourer really are far, far more interesting if you want to do a 'demon that interacts with the undead' vibe.
____________________________________________________
Demons - Molydeus



- 5.5E/5E: Huge Fiend - Demon; Chaotic Evil; CR 21
The Molydeus is a super-powerful demon that debuted in Planescape in 2E, and stands at a whopping CR 21. The very first lines in its Tome of Foes entry is a huge boast, declaring that the Molydeus is 'the most ruthless and dangerous of demons, more feared than the dreaded Balor'. That's strong fighting words! We are doing some power-scaling right here! The Molydeus, by the way, is also notable for being one of the few monsters who didn't receive an artwork in Mordenkainen's Tome of Foes, only getting proper artwork in Mordenkainen's Monsters of the Multiverse. It's... it's not a good start for the Molydeus's 5th Edition career.
The 12-feet Molydeus is a huge being, standing around the average height of most giants, and has the body layout somewhat similar to a Werewolf. Its humanoid skin is red, but its wolf head and tail are gray. Most importantly, it has got a demonic serpent sprouting from its back. I'm... I'm honestly not the biggest fan of this design visually. A giant wolf-man doesn't really scream 'ultimate demon' to me, and while I understand the thematic significance of the snake looking like it doesn't belong, it still doesn't belong and clashes against the aesthetic of the Molydeus.
Molydei (that's the plural used in the book) are second only to the Demon Lords, guarding their most precious possessions, enforcing the loyalty of the troops, and bringing death to their masters' enemies. They speak with the authority of their masters... quite literally, because that snake head functions as essentially a monitor and a phone for the Demon Lord. The Demon Lord watches the Molydeus through the snake head, and can even speak through the snake head to tell its wishes.


Demon Lords transform their most loyal, fiercest and cunning minions to the rank of Molydeus through a series of excruciating torments, which ends up being both a blessing and a curse. The might that a Molydeus has is, again, greater than even the mighty Balors. However, they are forever bound to servitude and at the mercies of their Demon Lord, essentially enforcing the fact that this is the cap of their demonic career, enforcing that there is 'no room for treachery' for the Molydeus. Which to me just spells drama! Demons being chaotic evil rage-monsters, on principle would not like to be so constantly observed, let alone have their own ambitions to become Demon Lords themselves dashed. There could be a drama here going on to turn the Molydeus against its master. It is noted that Demon Lords often dispatch Molydei to watch over their Amulet, which would allow them to resurrect in the Abyss even if their form is destroyed.
The Molydeus itself is a pretty simple statblock, but with really high stats. It has legendary resistances, as well as a batch of spells (which includes Polymorph, Lightning Bolt and Imprisonment), and a demonic weapon that is gifted from the Demon Lord. This weapon (the form of the weapon depends on the master) is bound to the Molydeus's soul, and will dissolve into slime if the Molydeus is slain. The weapon gives some bonuses to decapitation, which is such a random and rare trait in 5th Edition. Oh, and the snake head, connected to the Demon Lord, will transform whatever creature it manages to kill into a Manes... which is a fate worse than death, quite literally, since you can't be resurrected or transformed back.
I do really find the Molydeus's visual design to be a bit too goofy to really take as seriously as they intended it to be, but I appreciate the writeup and the potential drama between a competent (or even loyal) servant and its micromanaging boss.
____________________________________________________

Demons - Nabassu
- 5.5E/5E: Medium Fiend - Demon; Chaotic Evil; CR 15
Visually, the Nabassu doesn't really look particularly distinct. A typical 'demonic' body layout, being a jet-black reptilian-skinned humanoid with horns and bat-wings? We've got a bunch of those on the Devil side of the playground. I do like the flavour a fair bit, though! The Nabassu are insatiable hungry demons, and they are driven by that and that alone. If they see a creature that they think they can kill, they will attack and consume it. Standing at a rather powerful CR 15, this means most things. Including other demons, and even other Nabassu.
Interestingly, this is a bridge too far for the chaotic evil demons, who banish the Nabassu even among demonic hordes in the Abyss. It's not the principle of demon-killing per se, which is a daily occurrence even in the Abyss where demons can't reform. But the act of devouring those souls is a bridge too far. Or, well, I suppose most demons would treat the prospect of their own souls being devoured as the danger instead of other demons.
Thus, Nabassu live in the fringes of the Abyss, feeding on whatever weak demon or fiend wander into their area. Interestingly, Tome of Foes note that particularly powerful Nabassu will search out the demon lords' amulets, which are the very plot devices guarded by our buddy the Molydeus above. A demon-vs-demon storyline might feature a Nabassu as a wild card, then, perhaps having the information and/or a grudge against a demon lord.


The way that Tome of Foes suggests using the Nabassu is through an 'infiltrator' hook. Whenever a magic portal or a summoner is trying to get a demon, Nabassus try their best to track this down and get summoned instead, bursting out of the portal to embark on a feast of souls. I've seen the Nabassu used as such, where the adventurers, the cult they are fighting, and the Hezrou lesser demon summoned by the demon had to team up to fight a Nabassu that burst out of the portal. Tome of Foes also suggests that a summoner can keep feeding souls to the Nabassu to keep it satiated, although you know this devious creature is going to betray its summoner the first chance that he gets.
In addition to devouring souls, Nabassus have a pretty interesting ability where they have an aura that darkens the immediate vicinity around it. It's 'eating' the light, I think, is the intended effect. It also has a 'soul-stealing gaze', where its gaze will drain life from an enemy, and if they are slain this way, gets transformed into a Ghoul -- an undead of ravenous hunger itself. Actually, everything about the Nabassu makes it a far, far more interesting 'Ghoul Lord' than the Maurezhi, doesn't it?
The idea of a demon that is the 'demon to the demons' is an interesting one, and mechanically I actually like the Nabassu. I really wished the design was a bit more impressive for such an otherwise interesting concept. Perhaps an emphasis on the 'hunger' part would work a lot better!
____________________________________________________

Demons - Rutterkin
- 5.5E/5E: Medium Fiend - Demon; Chaotic Evil; CR 2 (Rutterkin)
- 5E: Medium Fiend - Demon; Chaotic Evil; CR 1/4 (Abyssal Wretch)
Another 'fodder' demon is the Rutterkin, which is a type of 'warped demon', roaming the Abyss in mobs that constantly search for prey to devour. Rutterkins are a step up from Dretches, but still look quite wretched. I actually like the Rutterkin more as the 'common' lowest-ranked-that-is-not-a-Manes Demon, both visually and conceptually, and the 'warped human almost-zoimbie' fits a lot better compared to the Dretch looking like a nightmare muppet.
The artwork for the Rutterkin has differed a lot from edition to edition, and all of them are valid because all Rutterkins should look a bit different. I have to appreciate the 5E artwork, though. Visible entrails and ribcage, deformed head, the arm and leg on the right side shrunk down and deformed, but a pillar-like blistering left leg, and a right arm that has mutated into a tentacle with a gnashing pair of jaws at the end, surrounded by the remnants of the Rutterkin's fingers. Grody!


Rutterkins actually work as protectors of the Abyss, gathering and surging towards any intruder and unleashing a wave of crippling fear that can stop their victims in their tracks. The Rutterkin will then attempt to bite them and inflict a 'Warping Plague' upon them. This poison inflicts the corrupting influence of the Abyss onto their victim, and they will, if they expire from the poison, be transfigured irreversibly into a monstrous fleshy blob.
They don't become a Rutterkin, though. They become either an 'Abyssal Wretch', which does not get an artwork but is described as a 'mass' that follow the Rutterkin around, or, in the Monsters of the Multiverse book, just into a Manes. Multiverse just does away with the 'Abyssal Wretch' statblock entirely to simplify matters, but I really like the idea of the Rutterkin warping you into a much more Resident-Evil-flesh-blob lesser demon instead of 'just' a Manes.
It is pretty neat, though, and the Rutterkin serves for a much cooler 'footsoldier' minion for a demon incursion scene with its ability to not just merely kill all the commoners and civilians, but warp them, body and soul, into something wrong.
____________________________________________________

Demons - Sibriex
- 5.5E/5E: Huge Fiend - Demon; Chaotic Evil; CR 18
Oh, yes. Speaking of body horror, we've got the monstrous elder demon known as the Sibriex. The Sibriex has always had a lot of gloriously gory artwork, and while D&D as a whole has moved away from a lot of the gorier designs, I am surprised the Sibriex made it into 5th Edition, and if anything, with a lot more blood, pus and viscera in its design compared to its previous incarnations. I am always a fan of the giant multi-bulbed brain, the beady eyes and the unhinged mouth of 3E's Sibriex, but the 5E one with so much viscera dripping down its body, and the mass of spiky tumour-structure beneath its mouth... pretty nasty body horror here.
The Sibriex is a horrifying thing. In addition to being a giant disembodied bulbous, malformed head, it's also held onto the ground with ancient chains. 5E describes them as 'thought to be as old as the Abyss itself', but they stop short at actually explaining the context behind why the Sibriex is chained up and feels so alien even to other demons. See, most of the demons in D&D are part of the Tanar'ri, the dominant race that inhabits the Abyss. The Sibriex, meanwhile, are Obyrith demons -- they are what came before. Whatever the reason, the Obyrith became a dying race and the Tanar'ri took over their part of the Lower Planes... but some, like the Sibriex, remained. Humbled, reduced, chained, but not weakened.
Sibriexes are noted to haunt remote parts of the Abyss, and are described to 'breed new horrors and apprehend forbidden lore'. Their vile blood, bile and other bodily fluids cascade down the Sibriex's wound-filled body, and this creates a contaminating aura that causes poison to affect anything and everything around it. It probably doesn't matter since the Sibriex are most commonly found in the Abyss, where nothing nice grows anyway, but if they are ever transported into the Material Plane, it probably wouldn't be good for the local environment.
Sibriexes, being ancient than most of the world, has spent eons amassing information from across the planes, hoarding knowledge that are so useful and obscure that even demon lords would seek them out. Many are cautious in dealing with Sibriexes, however, as they are likely to either be stingy about parceling out their information, or they try to outright manipulate demon lords in the guise of acting as an advisor.
In combat, Sibriexes can fight in several ways. It has spellcasting abilities (mostly those that affect the mind), the ability to squirt poisonous bile, and manipulation of those chains. However, the Sibriex's marquee ability is 'Warp Creature', where they target multiple creatures around it and 'warp' their flesh. As per the base statblock, those affected by the Sibriex's influence slowly gain exhaustion, and after several ticks of this ability, they transform into an Abyssal Wretch (or a Manes in Multiverse).


That's the boring way to run a 5th Edition Sibriex. The cooler version is to respect the flavour of the Sibriex as 'Demon Grafters'. Being in-tune with the Abyss, Sibriexes can create new demons from other creatures, and are identified as being associated and being able to create Rutterkins. Demons petition Sibriexes for physical gifts, and they are able, if they are inclined to, graft body parts to give a demon's greater strength, vision, stamina or other abilities. In exchange for a service or treasure, of course.
And it is this flesh-warping ability that the Sibriex uses against your players, and exhaustion is so lame and uninteresting tied to this lore. Both Tome of Foes and Multiverse has a d20 table of 'flesh warping' effects, which are unfortunately temporary as the Sibriex's 'Warp Creature' effect ends. This range from beneficial abilities like clawed fingers (which count as daggers), legs becoming long and springy (increasing speed), tentacle fingers (longer reach!) eyes turning black (giving you darkvision), growing another head, a whip-like tail, or growing functional wings (could be from your back... or your ears turn into wings). And some are just cosmetic, like changing the colour of hair/eyes/skin, or giving you tusks.
But some of the other effects on the Sibriex's table are just hilarious to imagine. 'The target's eyes push out of its head at the end of stalks.' 'The target's arms and legs switch places, preventing movement unless it crawls'. 'The target's ears tear free from its head and scurry away. The target is deafened.' Honestly, I could easily make up a full 100 options, both for beneficial and detrimental, body horror effects for the Sibriex.
There's a lot that I find cool about the Sibriex. The flesh-warping is one thing. The visuals are another. But the idea of something so ancient that it predates even the demons in the Abyss, that have such deep, long-reaching information... but you have to deal with... well, with that? You also know they're not just there in their remote retreats doing nothing. They're probably plotting, experimenting, doing something unpleasant. There's just something so well-executed about how wrong the Sibriexes feel, and that's a great thing in my books.
____________________________________________________

Demons - Wastrilith
- 5.5E/5E: Large Fiend - Demon; Chaotic Evil; CR 13
I remembered distinctly that the 3rd Edition's Fiend Folio featured an illustration with three or four serpentine aquatic demons. That's a bit much, isn't it? Not that more variations isn't welcome, but I really shouldn't invalidate aquatic demon plots. Whether your adventurers are helping a Merfolk society deal with demonic invaders, or if they are in what passes for oceans in the Abyss, the 'Water Lords' known as the Wastrilith are there, waiting.
Design-wise, the Wastrilith's body layout is relatively simple, following that 'Yuan-ti Abomination' body layout of having a snake's (well, eel's) body with a humanoid torso and arms. The Wastrilith gets to be a lot more colourful, though, with a fish head, hooks for arms, and a whole mass of random leaf-like fins that sprout all over his body. I particularly like the detailing of that colourful flow of scales running down the Wastrilith's flank.

Wastriliths are, surprise surprise, very powerful combatants in aquatic environments. They are able to create an undertow that makes it hard for non-finned creatures to swim through, and they are able to launch spouts of pressurized water in addition to its brute strength. But the Wastrilith's primary gimmick is the ability to corrupt water. Even when the Wastrilith travels on land, its influence will befoul water and taint it, causing it to adapt to the Wastrilith's commands.
But the most devious ability of this corrupted water is that anyone that drinks this water risks their very souls, being described as either withering until they die; or becoming a thrall of the Wastrilith. Rather oddly, in-game only the first 'poisonous' effect is represented, and instead of the cooler mind-control ability, the stat block notes that the corrupted water will heal demons that drink from it. Still a cool ability, but why can't the corrupted water do all three effects? It should do all three effects.
Not the most memorable demon, if we're being honest, but it does what it needs to do, and the idea of a storyline involving the corruption of water sources and turning them into a 'fountain of health' for demons is a neat one. I also like the potential storyline of the Wastrilith managing to corrupt an entire riverside or seaside town, turning everyone there into thralls insidiously because they drank some corrupted water.


















