Medium Fey, Chaotic Evil
Armor Class 14
Hit Points 84 (16d8 + 16)
Speed 30 ft., swim 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
12 (+1)
INT
13 (+1)
WIS
14 (+2)
CHA
22 (+6)
Saving Throws WIS +6, CHA +10
Skills Medicine +6, Nature +5, Performance +14, Stealth +8, Survival +6
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Amphibious. Telegina can breathe air and water.

Innate Spellcasting. Siren’s innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components:

At will: charm person, command

3/day: calm emotions, suggestion

1/day: enemies abound, dominate person, confusion, mass suggestion

Magic Resistance. Siren has advantage on saving throws against spells and other magical effects.

Lure. The Siren uses her singing to lure sailors to her. When the Siren sings, every creature that can hear the siren has to make a wisdom saving throw (DC 18). On a failed save, the creature is compelled to get close to the Siren. It has to do everything in its power to get within 15 feet of the Siren. After that, this effect ends. On a successful save, the creature becomes immune to this effect for 24 hours.

Magic through Beauty. A creature that is not attracted to females has advantage on all saving throws against the Siren's abilities.

Actions

Multiattack. The Siren makes 1 Shortsword attack, cast 1 spell and uses her Stupefying Touch

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Stupefying Touch. Siren touches one creature she can see within 5 feet of her. The creature must succeed on a DC 18 Intelligence saving throw or take 13 (13d6 + 6) psychic damage and be stunned until the start of Siren’s next turn.

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