Siren
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Medium fey, chaotic evil


Armor Class 10
Hit Points 38 (7d8 + 7)
Speed 20 ft., swim 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 7 (-2) 10 (+0) 15 (+2)

Senses passive Perception 10
Languages Montegan
Challenge 2 (450 XP)

Actions


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one willing creature, or a creature that is Grappled by the Vampire, Incapacitated, or Restrained. Hit: 3 (1d4 + 2) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the siren regains Hit Points equal to that amount. The reduction lasts until the target finishes a Long Rest. The target dies if this effect reduces its hit point maximum to 0.

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 11 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. 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 crashing waves or lava, and whenever it takes damage from a source other than the siren, the target can repeat 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 this siren's song for the next 24 hours.

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