Medium Fey, Any Evil Alignment
Armor Class 14 Natural Armour
Hit Points 142 (3d6)
Speed 60 ft.
STR
12 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
15 (+2)
WIS
18 (+4)
CHA
20 (+5)
Senses Darkvision 60, Truesight 60, Passive Perception 16
Languages Abyssal, Common, Sylvan
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Mesmerising Gaze. Staring into the eyes od an Undead Siren gives them a chance to control you, if you fail the WIS DC  you are mesmerised by the Siren and can only use your action to move closer to them

Piercing Gaze. Undead Sirens can see through clouded fog and misty waters and have 60ft darvision

Mute Casting. Undead Sirens cannot sing or speak, but can still cast spells through thought and gestures

Spellcasting. The Undead Siren is a 3rd-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 14, +3 to hit with spell attacks). The Undead Siren has followed [Bard] spells prepared:
Cantrips (at will): [ Freinds ], [Minor Illusion] 
1st level (2 slots): [Bane], [Dissonant Whispers] 
2nd level (2 slots): [Crown of Madness], [Calm Emotions] 
3rd level (1 slots): [Bestow Curse]

Actions

Action Melee Attack. Claw: 1+2 to hit, reach 5 ft., 1 target. Hit: 2 (4d# + 2) [damage type] damage. .

Reactions

Dash

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

In this world Sirens are born with a gem in their chest, not only is it a grgeouse gem, but can also be used as an arcane focus or be used as materials word 10 platnum.

When a Siren dies, to pass into whatever afterlife awaits them, they must sing to open the gateway, however, if for whatever reason the Siren cannot sing, they are thrown back into their body, their powers transferring from their voice to their eyes, and they are tasked to collect enough souls to try and pass through the gates once more.

Lair and Lair Actions

Underwater, through o maze of tunnels you reach the centre of the Undead Sirens Lair, 

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • The water becomes clouded, making it hard to see through, creatures can only see withing 10ft of themselves
  • All Fire/Burning weapon/spell effects or damage is reduced to half or nullifide 

Regional Effects

The region containing a legendary Undead Sirens’s lair is [enter the effect description], which creates one or more of the following effects:

  • You can become easily lost in the tunnels, very few have air pockets, Wisdom Save (13) or you get lost and don't find an air pocket
  • Blossom Gloom, Vines have begun to cover some of the walls, which produce large gorgeous flowers, which glow (color the same as the Sirens eyes and/or Gem), Make a Wisdom Save (12) or you are drawn to the blooms, then a Strength Save (13) to fight the Blooms or be eaten taking 1d6 acid damage each round inside

If the Undead Siren dies, these effects fade over the course of 2d6 days.

ReBexs

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