Haunting Melody. The Siren Dragon possesses an almost humanoid vocal quality which it uses to sing hauntingly beautiful melodies that can be heard for up to half a mile away from it's lair. These melodies are irresistible to most all that hear it and require a DC 13 wisdom save to be able to resist the song. On a failed save, any creature that hears the song is drawn directly toward the dragon. On a successful save, the creature is immune to the song for the next 24 hours.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Amber Breath. The dragon exhales hot liquid amber in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 30 (6d8) fire damage and become restrained as the amber dries on a failed save. A DC13 Strength save is required to break the amber. On a successful save, the creature successfully avoids the amber and takes no damage.
Siren Song. The dragon belts an irresistible song in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw. On a failed save, the creature is charmed and cannot attack the dragon unless provoked for the next minute. On a successful save, the creature is not charmed and is immune to the song for the next 24 hours.
Description
The Siren Dragon is a devious and cunning creature. Often perching in corridors and hilltops obscured from view so that their songs lure creatures in as close as possible. Ambush predators by nature, these dragons rarely chase prey. While Siren dragons prefer to lure large game for their meals, the unwary adventurer is never turned away.
Lair and Lair Actions
A Siren Dragon’s Lair
Siren dragons dwell in dry uplands and on hilltops, as well as narrow cave chains, deeply wooded forest groves, coastal sea caves, and underground pits dug in the grasslands. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
- The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.
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