Medium or Small Humanoid (Any Race), Neutral
AC 16 (Voidglass Light Armor)    Initiative +6 (16)
HP 45 (7d8 + 14)
Speed 30 ft., Fly 30 ft. (hover)
Mod Save
STR 12 +1 +1
DEX 16 +3 +5
CON 14 +2 +2
Mod Save
INT 11 +0 +0
WIS 13 +1 +3
CHA 12 +1 +1
Skills Acrobatics +5, Insight +3, Perception +3, Stealth +5
Resistances Ranged Attacks
Senses Darkvision 60 ft.; Passive Perception 13
Languages Common, Astral Cant
CR 3 (XP 700; PB +2)
Traits

Silent Flight.
The Astral Siren’s armor dampens all sound. She has advantage on Stealth checks made in low or zero gravity and cannot be detected by sound-based senses (like blindsight that relies on hearing).

Assassin’s Insight.
The Siren has advantage on attack rolls against any creature that hasn’t taken a turn in combat yet, and critical hits on surprised targets.

Voidglass Armor.
When struck by a ranged spell attack, the Siren can use her reaction to impose disadvantage as the armor refracts astral light.

Sisterhood of the Stars.
If another Astral Corsair or Siren is within 30 feet, the Siren can use a bonus action to grant that ally advantage on one attack roll this round (representing their coordinated precision).

Actions

Multiattack. The Siren makes two attacks with her Astral Blades or Void Pistols.

Astral Blades. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage plus 4 (1d8) radiant or force damage (Siren’s choice).

Void Pistol. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 8 (1d10 + 3) radiant damage.

Bonus Actions

Phase Step (Recharge 5–6). As a bonus action, the Siren flickers through the Astral weave, teleporting up to 30 feet to an unoccupied space she can see. Until the start of her next turn, ranged attacks against her are made with disadvantage.

Description

Lore

Among the drifting fleets of the Astral Corsairs sail the Astral Sirens — an elite sisterhood of scouts, infiltrators, and killers who move through the silver void with ghostly grace.

Every Corsair crew whispers their name with a mixture of awe and fear. Where the Sirens tread, ships vanish, captains disappear in their sleep, and treasure holds are found empty, locks unbroken.

Born of the same code as their brothers-in-arms but guided by their own creed, the Astral Sirens serve as the eyes and blades of the Corsair fleets. They are loyal to the voyage, not the captain — bound to the eternal sea itself, not to the laws of mortals or gods.

Their armor is lighter than that of their male counterparts — built from blackened voidglass plates, flexible enough for silent flight through the void. Their helmets resemble the faces of owls or falcons, symbolizing clarity of sight and swiftness of death.

Their motto:

“The sea of stars sings softly — and we are its echo.”

Equipment

  • Voidglass Light Armor (counts as studded leather)

  • Dual Astral Blades (shortswords dealing force/radiant damage)

  • Compact Void Pistol

  • Grapple cord and astral shroud


Personality

  • Personality Trait: Speaks rarely, but when she does, her words cut like her blades.

  • Ideal: Freedom through discipline — silence is strength.

  • Bond: Bound to her sisters by vow and blood.

  • Flaw: Cannot resist a challenge to her stealth or skill; pride may reveal her position.


Adventure Hooks

  • The PCs are hired to defend a noble’s ship rumored to be targeted by a Siren raid — but the Sirens might offer the party a counter-contract.

  • A Siren defected from her sisterhood after a captain betrayed them, and now seeks refuge among mortals — with a map to an Astral Corsair treasure fleet.

  • The PCs find a silent derelict ship in the Astral Sea… every crewmember dead, no wounds visible. Only a single owl-shaped helm drifts through the void.

Habitat: Planar (Astral Plane)

Treasure:  Individual

WilliamTaylor7652

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