Siren
Sirens are creatures that live in large lakes, estuaries, and small islands in the middle of the ocean. They pose great dangers to mariners passing by their area, causing death among those who hear their song.
Cursed Voices. Folklore has rewritten the origins of sirens many times: they may have been cursed by the gods, stolen away by hags, or made by a wish gone awry. In any case, their songs corrupt the hearts of those who hear them. Legend says there is no sound more beautiful than a siren's voice, and once someone has heard it, they are forever haunted by the silence that follows the absence of their song.
Trapped Souls. Sirens cannot leave the waters they were born in, unable to take a single step on land. If someone is able to resist their charms and walks away from their song, many sirens are compelled to kill themselves in anguish.
Moon Siren
Moon sirens are usually found in lakes or rivers and tend to form packs, appearing as ghoulish mermaids in their true form. If a creature drowns while enchanted by the song of a moon siren, that creature becomes another moon siren.
Treacherous. Under the full moon, sirens feed. During this time, they can appear as the person they once were, drawing in family members and friends to them to be eaten.
Moon Siren
Medium undead, neutral evil
- Armor Class 11
- Hit Points 38 (7d8 + 7)
- Speed 0 ft., swim 60 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 16 (+3)
- Senses passive Perception 12
- Languages Sylvan
- Challenge 1/4 (50 XP)
Bound to Water. If the siren is removed from the body of water it was created in, it dies instantly.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+2) piercing damage
Illusory Shape. If the moon is full, the siren changes its appearance to that of its old self.
Siren's Song. The siren sings a magical melody. Every humanoid within 300 ft. of the siren that can hear the song must succeed on a DC 13 Wisdom saving throw or be charmed.
A charmed creature who drowns rises at the start of the siren's next turn as a moon siren.
Swamp Siren
Swamp sirens are usually found alone in bogs, swamps, estuaries, and other places where shallow, murky water may be found. They are spirits who seek to be released from their curse at any cost, and will lure anyone who wanders close to their home to achieve this.
Passing the Curse. A new swamp siren is created by the death of an old one. If a humanoid under the siren's charm drowns in the waters where it lives, they become a new siren. Meanwhile, the original regains its true humanoid form and is able to leave the swamp.
Swamp Siren
Medium undead, neutral evil
- Armor Class 12
- Hit Points 38 (7d8 + 7)
- Speed 0 ft., swim 60 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 13 (+1) 16 (+3) 12 (+1) 18 (+4)
- Senses passive Perception 11
- Languages Sylvan
- Challenge 1/4 (50 XP)
Facade. If a humanoid looks at the siren while it is above water, it perceives an illusory creature that has features which that humanoid thinks is highly attractive.
Bound to Water. If the siren is removed from the body of water it was created in, it dies instantly.
Eternal Curse. If the siren dies, it rises again in the place of its death at the next dawn.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+2) piercing damage
Siren's Song. One humanoid that can hear the siren within 100 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed target obeys the siren's verbal commands. If the target successfully saves against the effect, the target is immune to this siren's charm for the next 24 hours.
Upon drowning and killing a creature charmed this way, the siren returns to its form before it had been turned into a swamp siren. The drowned creature rises at the next dawn as a swamp siren.
The siren can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Deceptive Appearance. Underwater, a swamp siren's true form is revealed: that of a decrepit, undead skeleton. Above the surface, however, the siren's face is perceived differently by each observer. They take on the features that are the most attractive to that specific humanoid.
Because of the discrepancy in what creatures see, swamp sirens hide themselves when there is a group of wanderers nearby, but reveal themselves to a lone adventurer whom it can fool more easily.
Cave Siren
Fearsome and dangerous, the cave siren can usually be found in lakes and caverns. Its true form appears as a humanoid woman with long snakelike hair.
Brimming with Cruelty. When a cave siren has a humanoid under its thumb, it relishes in forcing them to act in ways they would not otherwise do. It may force those under its control to fight to the death for its entertainment, or command them to obtain parts of the bodies of their families as trophies. It may turn them to stone, or curse them to be new sirens. In any case, its hunger from seeing others suffer knows no end.
False Purity. Cave sirens are wily and intelligent, and lure others into its home by feigning innocence and purity. It does this when a humanoid is by itself, and avoids conflicts with groups as much as possible. When it is found by a hunting party that it knows it cannot defeat, it will refrain from using its powers unless absolutely forced, preferring to play the victim and curry the hunters' pity to survive.
Seeking Solitude. Unless the other creature is under its control, cave sirens prefer to be alone. If another creature takes residence in its home, it will try to chase or defeat the intruder, or take its free will away.
Cave Siren
Medium fey, chaotic evil
- Armor Class 12
- Hit Points 127 (17d8 + 51)
- Speed 30 ft., swim 60 ft.
STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 20 (+5)
- Skills Deception +8
- Senses darkvision 60 ft., passive Perception 11
- Languages Common, Sylvan
- Challenge 4 (1,100 XP)
Bound to Water. If the siren is removed from the body of water it was created in, it dies instantly.
Actions
Snakelike Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 4 (1d4+2) piercing damage plus 14 (4d6) poison damage.
Siren's Song. A humanoid within 30 feet that can hear the siren must make a DC 16 Wisdom saving throw or be charmed for 1 minute. If the creature fails the save by rolling a 1, it is charmed until the siren releases it or the siren dies. A charmed creature must obey the siren's verbal commands unconditionally.
Afflict Curse. A humanoid that can hear the siren must make a DC 16 Constitution saving throw or be cursed. If the creature is charmed by the siren, it automatically fails the roll.
A creature that fails its save is petrified or turned into a swamp siren. A remove curse can lift this effect.