Innate Spellcasting. The melusina's innate spellcasting ability is Charisma (spell save DC 14). The melusina can innately cast the following spells, requiring no material components:
At will: control water
2/day each: tidal wave, watery sphere
1/day: control weather (at sea or coastal region only)
Spellcasting. The melusina is a 10th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14). It has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st Level (4 slots): charm person, sanctuary
2nd Level (3 slots): hold person, mirror image
3rd Level (3 slots): blink, dispel magic
4th Level (3 slots): guardian of faith, polymorph
5th Level (2 slots): dominate person, hallow
Clumsy Moves. While the siren is neither flying nor swimming, attack rolls against it have advantage.
Kraken's Blessing. The AC of the melusina includes its Charisma bonus.
Limited Amphibiousness. The siren can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Multiattack. The melusina makes two attacks: one with its claws and one with its tail constrict.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Tail Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the melusina can't constrict another target.
Illusory Appearance. The melusina covers itself with a magical illusion that makes it look like a beautiful man or woman of it general size and shape. The effect ends if the siren takes a bonus action to end it or if it dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the melusina could appear to have no claws, but someone touching its hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the siren is disguised.
The melusina can take 2 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 melusina regains spent legendary actions at the start of its turn.
Retreat. The melusina moves up to half its flying or swimming speed without provoking opportunity attacks.
Claws. The melusina makes one attack with its claws
Cast a Spell (Costs 2 Actions). The melusina cast a spell from its list of Innate Spellcasting or Spellcasting feature, using a daily use or a spell slot as normal.
Description
Melusina
Feral Worshipers. Melusina (the sirens’ more feral cousins) are a vicious and dangerous species of siren. they worship the dreaded krakens like gods of the deep, becoming more powerful and feral as they do. Melusina are easily distinguishable from siren by their stronger build, extra-long tail and obviously monstrous face. Needless to say, they never try to seduce sailors but instead descend upon them with wailing fury.
Terrifying Flock. Melusina usually hunt in flocks, making use of their numbers as well as their ability to move effortlessly through water and air. They love to constrict their victims, especially underwater while they drown. Melusina's scales glisten underwater, shimmering with power.
Lair and Lair Actions
A Melusina’s Lair
Melusina are old and powerful sirens. Intelligent creatures, they create cults of evil humanoids and undersea creatures, especially kuo-toa, to erect statues of the “Deep Gods”, krakens. In these temples, usually a large complex of undersea caves or tall cliff islands, they gather flocks of bloodthirsty ekhidnas to capture sacrifices. In many coastal regions, melusina have for centuries been worshipped by the islanders as semi-divine beings, receiving offerings to appease the storms and receive bountiful fishing. Nowadays, their lairs are given a wide berth in fear of being turned into a deep scion or a sea spawns (see Volo’s Guide to Monsters).
A melusina encountered in its lair has a challenge rating of 9 (5,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the melusina takes a lair action to cause one of the following magical effects; the melusina can't use the same effect two rounds in a row:
- The melusina sings with a heavenly voice audible within 300 feet. Creatures of the melusina's choice that can hear the song (which is sung in Primordial) must succeed on a DC 14 Charisma saving throw or be charmed until the end of its next turn.
- Pools of water that the melusina can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
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