Medium Fey, Chaotic Evil
Armor Class 13 (16 with mage armor)
Hit Points 90 (12d10 + 24)
Speed 20 ft., Swim 50 ft.
STR
12 (+1)
DEX
17 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws DEX +6, INT +4, CHA +7
Skills Deception +10, Insight +4, Persuasion +10, Stealth +6, Survival +4
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 11
Languages Aquan, Common, Sylvan
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Legendary Resistance (2/Day). If the Alluring Siren fails a saving throw, it can choose to succeed instead.

Alluring Aura. All creatures within 60ft of the Alluring Siren that can see her have disadvantage on Wisdom saving throws to be charmed by her innate spellcasting. In addition, any creature within her Alluring Aura that can see her must succeed a second Wisdom saving throw for her Song of Bewitchment. If they succeed twice, they are immune to her Song of Bewitchment

Amphibious. The Alluring Siren can breathe air and water.

Innate Spellcasting. The Alluring Siren's innate spellcasting ability is Charisma (spell save DC 15,  +6 to hit). The Alluring Siren can innately cast the following spells, requiring no components:

At will: Dancing LightsLightning Lure Mage Armor, Mind Sliver

3/day each: Blur, Sleep (At 3rd-level), Hold Person (3rd level), Major ImageFast Friends

1/day each: Thunder Step, Lightning Bolt, Hypnotic Pattern, Charm Person (3rd-Level)

Actions

Multiattack. The Alluring Siren makes two claw attacks, she may replace one claw attack with her bite attack

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) piercing damage, the creature then makes a DC 13 Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

 

Bonus Actions

Song of Bewitchment. The Alluring Siren sings a soothing magical melody. Every humanoid and giant within 300 feet of the Siren that can hear the song must succeed on a DC 15 Wisdom saving throw or be charmed until the song ends. The Siren must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the Siren is incapacitated.

While charmed by the Alluring Siren, a target is incapacitated. If the charmed target is more than 5 feet away from the Siren, the target must move on its turn toward the Siren by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the Siren, the target can repeat the saving throw. This creature is willing to swim as long as it is capable, if the water would damage the creature, it repeats the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.

A target that successfully saves is immune to the siren's song for the next 24 hours. Unless the target is in her Alluring Aura

Legendary Actions

The Alluring Siren can take 3 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 lich regains spent legendary actions at the start of its turn.

Spellcasting. The Alluring Siren casts a spell she can cast at will.

Detect. The Alluring Siren makes a Wisdom (Perception) check.

Shimmering Shield. The Alluring Siren creates a shimmering, magical field around itself or another target it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the creature’s next turn.

Description

A song of sorrow echoes off the water, one that bewitches the ears of those unlucky enough to hear it. Luring sailors to their death, adding their shiny gold to her collection while eating the poor sods for lunch. Commonly mistaken for a Harpy, the Siren is playful, deceptive, a tease, and most importantly, deadly. 

Her method of killing is to keep her hands clean, either by using her bite to paralyze her victims to send them into a peaceful bliss before sinking to the depths or by using her magic to put a crew to sleep before dragging them under. Ships that resist her song end up with a lightning bolt through the bottom of their hull, bringing it and her crew to the bottom of the sea. 

Due to her nature, most people mistake her as a mermaid, the difference is that her body is fully covered in scales, unlike typical mermaids who are half fish, and half woman. She will use this to play as a mermaid in distress to weasel out of situations or manipulate pesky adventurers to kill her competition, Harpies. As both of these creatures use similar methods of getting food. 

Her nature typically shuns her from society, making her existence rather lonely. Some Sirens yearn for company or have underlings to do her dirty work. Creatures such as Sahaguin or Merrow are attracted to her thanks to her music, while some learned how to convert sailors into sea spawns or use necromancy to make drowned warriors to guard her. Whatever the case may be, all who follow her, practically worship her, feeding into something she will never satiate. 

Monster Tags: fey

Habitat: CoastalSwampUnderdarkUnderwater

J_A_Z

Comments

Posts Quoted:
Reply
Clear All Quotes