Amphibious. The siren can breathe air and water.
Compelled Defense. The first time each turn that a creature deals damage to the siren, each other creature within 120 feet of the siren that is charmed by it must make a DC 13 Charisma saving throw. Each creature that fails the save can't be affected by this trait again until the end of its next turn and isn't incapacitated by the siren's Luring Song during its next turn. Instead, it must spend its movement on that turn moving toward the creature that damaged the siren and must use its action to attack that target.
Keen Hearing. The siren has advantage on Wisdom (Perception) checks that rely on hearing.
Multiattack. The siren makes one attack with its tentacles and one attack with its bite.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. The attack has advantage against targets that are grappled by the siren.
Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is pulled up to 10 feet closer to the siren and grappled (escape DC 13).
Luring Song. The siren sings a magical melody. Every humanoid and giant within 300 feet of the siren that can hear the song must succeed on a DC 13 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 siren, a target is incapacitated and ignores the songs of other sirens and harpies, and the siren has advantage on attack rolls against it. 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. It doesn't avoid opportunity attacks, but whenever it takes damage from a source other than the siren, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this siren's song for the next 24 hours.
Description
On distant uncharted islands and deep beneath the dark ocean, alien creatures known as sirens haunt the waters with their enchanting song. Though they're native to the Far Realm, sirens have long ago managed to make their homes in the rivers, lakes, and seas of the Shadowfell, the Feywild, and the Material Plane as well.
Harpies From Beyond. According to legend, a harpy once, long ago, had such a beautiful voice and song that she was known throughout the planes. Something from the Far Realm heard her song, and was so enchanted by her that it reached its powerful, eldritch limb to her nest in the Material Plane to take her for itself. The being took the harpy and all her brood back to its aquatic home in the Far Realm, where they were transfigured by its strange energy. Over eons, the children of those harpies were mutated into the race of eyeless, tentacled aberrations known as sirens.
Drowned in Song. Whereas harpies are predators of the sky, their cousins the sirens are predators of the sea. Despite their lithe and ethereal appearance, sirens are vicious hunters with jaws that open to reveal a mouth resembling that of an anglerfish. Sirens delight in using their song to trick humanoids into deaths by drowning. They are ravenously hungry and can eat far more than their size would indicate, but even once they are too full to eat any more, these twisted creatures often continue to drown innocents simply for the joy it brings them.
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