Medium Elemental, Chaotic Evil
AC 16 Natural Armor    Initiative +3 (13)
HP 144 (16d8 + 72)
Speed 45 ft., Climb 45 ft.
Mod Save
STR 14 +2 +2
DEX 18 +4 +8
CON 18 +4 +4
Mod Save
INT 12 +1 +1
WIS 14 +2 +2
CHA 20 +5 +9
Skills Deception +9, Persuasion +9, Stealth +8
Vulnerabilities Radiant
Resistances Piercing, Slashing
Immunities Poison; Poisoned
Senses Darkvision 60; Passive Perception 12
Languages Common, Deep Speech
CR 8 (XP 3,900; PB +3)
Traits

 Crystalline Form: The Crystalline Siren is immune to the Poisoned condition and Poison damage. It has Resistance to Piercing and Slashing damage. It has Vulnerability to Bludgeoning damage.


Keen Senses: The Siren adds her proficiency bonus (+3) to her initiative rolls.

 

Irresistible Allure (Recharge 5-6): The Crystalline Siren can project an aura of overwhelming desire. As an action, each creature of the Siren's choice within 30 feet that can see or hear the Siren must succeed on a DC 17 Wisdom saving throw or be charmed by it until the end of its next turn. While charmed in this way, a creature is incapacitated and has a speed of 0. If the Siren takes damage, this effect ends on all charmed creatures.

 

Shifting Facets: The Crystalline Siren has advantage on Dexterity (Stealth) checks while in areas with dim light or shadows, or when surrounded by crystalline formations.

Legendary Resistance (3/Day): If the Crystalline Siren fails a saving throw, it can choose to succeed instead.

 

 

Actions

 Multiattack: The Siren makes two Crystal Claw attacks. It can replace one attack with Crystal Embrace.

 

Crystal Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

 

Crystal Embrace: Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target is grappled (escape DC 16) and restrained. The Siren can only grapple one creature at a time in this way.

Soul Siphon: While grappling a creature, the Siren can use this action. The grappled creature must make a DC 16 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much on a successful one. The Siren regains hit points equal to the necrotic damage dealt.
The Crystalline Siren can use this action as part of Crystal Embrace if the target got grappled in the same turn.

 

 

Bonus Actions

Crystal Glide: The Crystalline Siren can use a bonus action to Disengage or move up to half its speed (15 feet) without provoking opportunity attacks. This movement does not need to be in a straight line.

Reactions

Alluring Glimmer: When a creature within 60 feet of the Crystalline Siren hits it with an attack, the Siren can use its reaction to cause its crystalline form to briefly shimmer with intense, captivating light. Each creature of your choosing within 30 feet must succeed on a DC 15 Wisdom saving throw or be charmed by the Siren until the end of its next turn. While charmed this way, the creature has disadvantage on attack rolls.

Legendary Actions

The Crystalline 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 Crystalline Siren regains spent legendary actions at the start of its turn.

Siren's Call (1 action): One creature charmed by the Siren that it can see or hear uses its reaction to move up to its speed toward the Siren. Alternatively, one creature not charmed by the Siren within 30 feet must succeed on a DC 17 Wisdom saving throw or be Charmed by the Siren until the end of its next turn.

 

Crystal Step (1 action): The Siren magically teleports up to 30 feet to an unoccupied space it can see.

 

Whispering Drain (2 actions): One creature the Siren can see within 60 feet must make a DC 16 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much on a successful one. The Siren regains hit points equal to the necrotic damage dealt.

Mythic Actions

Mythic Action Name. 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

The Crystalline Siren is a mesmerizing and dangerously beautiful humanoid figure sculpted from flawless, shimmering amethyst and rose quartz. Its form is graceful and alluring, with soft curves and facets that catch the light in a dazzling display. Its "eyes" are deep, captivating pools of purple light, and its voice, though not formed by vocal cords, resonates like a chime of delicate crystals. However, closer inspection reveals subtle, razor-harp edges where one might expect soft skin, and its movements are unnervingly precise and predatory. Its very presence seems to shimmer with an intoxicating aura.

Lair and Lair Actions

The Siren's lair is a chamber of deceptive beauty, shimmering with purples and pinks, appearing more inviting than threatening. However, danger lies beneath the surface.

Lair Actions

On initiative count 20 (losing initiative ties), the Crystalline Siren can take one lair action to cause one of the following effects; the Siren can't use the same lair action two rounds in a row:

  • Mirage of Desire: Illusory images of loved ones, treasured items, or deepest desires shimmer around one hostile creature within 60 feet. That creature must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls and ability checks until the end of its next turn.

  • Draining Resonance: The crystals in the lair emit a low, captivating hum. Each creature charmed by the Siren takes 5 (1d10) psychic damage. Alternatively, all creatures within 30 feet that are not charmed by the Siren must succeed on a DC 15 Wisdom saving throw or take 5 (1d10) psychic damage.

  • Crystal Entanglement: Shimmering crystalline tendrils erupt from the floor in a 15-foot radius centered on a point within 60 feet of the Siren. This area becomes difficult terrain. Any creature that enters the area for the first time on a turn or starts its turn there must succeed on a DC 15 Strength saving throw or be restrained by the tendrils until the end of its next turn.

Regional Effects

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

  • Unsettling Beauty: Wild crystalline growths throughout the area exhibit unnatural, mesmerizing beauty, shimmering with amethyst and rose quartz hues regardless of their true composition. Creatures that gaze upon them for too long (DM's discretion, e.g., spending an hour observing) might feel a subtle sense of longing or obsession, suffering disadvantage on Wisdom (Perception) checks related to danger for the next hour.

  • Fading Vitality: The ambient energy of the region feels slightly draining. Creatures that finish a long rest within this area regain only 3/4 of their expended Hit Dice (round down).

  • Whispers of Temptation: Faint, alluring whispers can sometimes be heard on the wind, seemingly suggesting desires or offering easy paths to temptations. These are usually harmless, but in times of stress or vulnerability (DM's discretion), they might manifest as minor illusions that lead creatures astray or cause them to distrust their companions.

If the Crystalline Siren dies, these effects fade over the course of 1d6 days.

Luminosus

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