Medium Humanoid (Merfolk), Chaotic Evil
Armor Class 12 Natural Armor
Hit Points 22 (4d8 + 4)
Speed 0 ft., Swim 60 ft.
STR
12 (+1)
DEX
11 (+0)
CON
12 (+1)
INT
15 (+2)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws CHA +4
Skills Persuasion +5, Survival +3
Damage Vulnerabilities Lightning
Condition Immunities Charmed
Senses Blindsight 30 ft, Darkvision 120 ft, Passive Perception 15
Languages Common, Aquan, Telepathy 120ft
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Siren Gem. The Siren Channels Its gem like heart found in the middle of their chest to regenerate 1d4  ally health when near by. Don't get to close it does 1d6 Psychic.

Disorientate. The Siren can take an Action to Dash or Disengage away from a target.

Spellcasting. The Siren is a 3rd-level spellcaster. Its spellcasting ability is Charisma  (spell save DC 13, +5 to hit with spell attacks). The Siren has following  spells prepared:
Cantrips (at will): Message, True Strike  
1st level (4 slots): Charm Person, Hideous Laughter, Healing Word, Shield 

Limited Amphibousness.The Siren can breath air and water, but needs to be submerged at least once every 12 hours to avoid suffocating.

Actions

 Multi Attack. The Siren makes two attacks with its Claws

Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 3 (1d4 +1) slashing Damage. 

Sirens Orb Song. Ranged  Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit 3 (1d6) Psychic damage.  

Luring Song. The Siren sings a Magical melody. Every humanoid and Giant ( besides allies)  within 300 feet of the Siren that can hear the song must succeed on a DC 12 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 anytime. The song ends if the Siren is incapacitated. While charmed by the Siren, a target is incapacitated and ignores the songs of other Sirens. If the charmed target is more than 5 feet away from Siren, The target must move on its turn towards the Siren by the most direct route, trying to get within 5 feet. It does not avoid opportunity attacks, and whenever it takes damage from a source other than an Siren, the target can 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 this Siren song for the next 24 hours. 

 

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

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

Sirens forever changed by the sorrow of their kin land dwellers have forced upon them hatred. One day the dream of a day were they can create an army of land walking water monsters swarming and taking down other humanoid races. Lurking beneath the waves calling upon their song to lure prey into an untimely death. Allying with Monsters that hide beneath the waves such as Krackens, Sea Spawn and Others.

Their Monarchy is Ruled by the Siren Queen and below her are her Guards and Minions.

They have a corrupt gem called a siren gem. These were once gems of forgotten merfolk but were changed into a corrupt, hateful and sorrow like form. These are the life force of the sirens and if destroyed will turn one such siren into magical dust. But if one can rip the gem out of the sirens chest they can use it as a magical shield to heal them and there allies and harm anything trying to attack. The gems can be sold for 50 GP each.

Lair and Lair Actions

Enter a description of your monster's lair here.

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:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

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

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
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Monster Tags: humanoid

Habitat: Underwater

Matthuw

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