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### Sirens Sirens are creatures of beauty and death, born from the foam of the sea and gifted with voices that can seduce even the strongest-willed of sailors. Their songs are enchanting, filled with longing and promise, and those who hear them cannot resist their call. But be warned, for the sirens are not friends of mortals - they are hunters, and their prey is the very flesh of men. Those who have survived encounters with sirens speak of their power to captivate and enthrall, to lead men to their death with a single song. Their voices are like the whispering winds of the sea, and their beauty is beyond compare. But those who succumb to their siren call are doomed to a fate worse than death, for their souls will be claimed by the sirens and trapped forever in the depths of the sea. So if you hear the haunting melody of a siren's song in the distance, beware - for it may be the last thing you ever hear. \pagebreak ### Tier 1 ___ > ## Young Siren >*Medium, Monstrosity* > >*Tier 1, Challenge Point 1, XP: 1* > > > ### Attributes >|**AC** 12 |**AP** 0| >|:-|:-| > |**HP** 2 | **Posture** 5 | > - **Damage Immunities:** Sonic > - **Passive Insight/ Perception** 13 > - **Senses** Blindsenses > - **Language** Druidic, Sign Language > ### Movement >|**Base/ Swim (Breath)** 30| **Climb** 0| **Dash** 10| >|:-|:-:|-:| > ### Stats + Skills >|**STR** -2 |**DEX** +4 |**INT** -1|**WIS** +3|**CHA** +4| >|:---:|:---:|:---:|:---:|:---:| > - **LU +1:** Luck Points: 1; Critical Fail: 1 > > > ### Ability > - **Swimmer** You are in harsh terrain while on ground. While underwater, you are considered to be in fast terrain and you don't gain disadvantage on Attacks > > ### Action (1) > - **Sing (Concentration)** All creatures within 300 feet of you must make an Insight Save (DC 12). > - On a fail, that creature becomes Enchanted by you, until your Concentration ends, until it takes any damage, or until someone uses its Action to shake the target. On a success, the target becomes immune to this ability for the next 24 hours. > - While Enchanted by you, the target follows your voice, even if it would harm itself. > > - **Fish Tail** *Hit* +4, *Dmg* 1d6 strike \pagebreak ___ ___ > ## Siren >*Medium, Monstrosity* > >*Tier 1, Challenge Point 2, XP: 2* > > > ### Attributes >|**AC** 14 |**AP** 0| >|:-|:-| > |**HP** 10 | **Posture** 10 | > - **Damage Immunities:** Sonic > - **Passive Insight/ Perception** 14 > - **Senses** Blindsenses > - **Language** Druidic, Sign Language > ### Movement >|**Base/ Swim (Breath)** 30| **Climb** 0| **Dash** 10| >|:-|:-:|-:| > ### Stats + Skills >|**STR** -2 |**DEX** +4 |**INT** -1|**WIS** +4|**CHA** +4| >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > >\columnbreak > > ### Ability > - **Swimmer** You are in harsh terrain while on ground. While underwater, you are considered to be in fast terrain and you don't gain disadvantage on Attacks > > ### Action (1) > - **Sing (Concentration)** All creatures within 300 feet of you must make an Insight Save (DC 12). > - On a fail, that creature becomes Enchanted by you, until your Concentration ends, until it takes any damage, or until someone uses its Action to shake the target. On a success, the target becomes immune to this ability for the next 24 hours. > - While Enchanted by you, the target follows your voice, even if it would harm itself. > - **Fish Tail** *Hit* +4, *Dmg* 1d6 strike > - *Water Bash:* On a hit, a creature is pushed 10 feet away from you while underwater and take extra 1d6 strike damage. This Attack deal double Posture damage. \pagebreak ### Tier 2
___ ___ > ## Shark Siren >*Medium, Monstrosity* > >*Tier 2, Challenge Point 4, XP: 8* > > ### Attributes >|**AC** 16 |**AP** 0| >|:-|:-| > |**HP** 22 | **Posture** 18 | > - **Damage Immunities:** Sonic > - **Passive Insight/ Perception** 24 > - **Senses** Blindsenses > - **Language** Druidic, Sign Language > ### Movement >|**Base/ Swim (Breath)** 35| **Climb** 0| **Dash** 10| >|:-|:-:|-:| > ### Stats + Skills >|**STR** -2 |**DEX** +6 |**INT** -1|**WIS** +4|**CHA** +6| >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > ### Ability > - **Blood Frenzy** Once per round, you can Bite 1 target that is Bleeding as a Free Action. > - **Electrical Sensors** Your Passive Insight/ Perception is increased by 10, but you become completely Blinded for 1 turn when you take electric damage. > - **Swimmer** You are in harsh terrain while on ground. While underwater, you are considered to be in fast terrain and you don't gain disadvantage on Attacks > > ### Action (2) > - **Sing (Concentration)** All creatures within 300 feet of you must make an Insight Save (DC 14). > - On a fail, that creature becomes Enchanted by you, until your Concentration ends, until it takes any damage, or until someone uses its Action to shake the target. On a success, the target becomes immune to this ability for the next 24 hours. > - While Enchanted by you, the target follows your voice, even if it would harm itself. > - **Shark Bite** *Hit* +6, *Dmg* 1d8 thrust > - *Bloody Hit:* If you deal damage to the HP of a creature, it starts Bleeding (1d4). > - **Fish Tail** *Hit* +6, *Dmg* 1d6 strike > - *Water Bash:* On a hit, a creature is pushed 10 feet away from you while underwater and take extra 1d6 strike damage. This Attack deal double Posture damage. \pagebreak ___ ___ > ## Octopus Hair Siren >*Medium, Monstrosity* > >*Tier 2, Challenge Point 4, XP: 8* > > > ### Attributes >|**AC** 16 |**AP** 0| >|:-|:-| > |**HP** 22 | **Posture** 18 | > - **Damage Immunities:** Sonic > - **Passive Insight/ Perception** 14 > - **Senses** Blindsenses > - **Language** Druidic, Sign Language > ### Movement >|**Base/ Swim (Breath)** 35| **Climb** 0| **Dash** 10| >|:-|:-:|-:| > ### Stats + Skills >|**STR** -2 |**DEX** +6 |**INT** -1|**WIS** +4|**CHA** +6| >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > ### Ability > - **Swimmer** You are in harsh terrain while on ground. While underwater, you are considered to be in fast terrain and you don't gain disadvantage on Attacks > > >\columnbreak > > ### Action (2) > - **Sing (Concentration)** All creatures within 300 feet of you must make an Insight Save (DC 14). > - On a fail, that creature becomes Enchanted by you, until your Concentration ends, until it takes any damage, or until someone uses its Action to shake the target. On a success, the target becomes immune to this ability for the next 24 hours. > - While Enchanted by you, the target follows your voice, even if it would harm itself. > - **Tentacles** *Hit* +6, *Dmg* 1d8 strike > - *Grapple* On a hit, the target becomes Grappled if it is Large or smaller sized. You can grapple up to 3 Medium or smaller creatures at once, or just 1 Large creature at once. > - **Fish Tail** *Hit* +6, *Dmg* 1d6 strike > - *Water Bash:* On a hit, a creature is pushed 10 feet away from you while underwater and take extra 1d6 strike damage. This Attack deal double Posture damage. > ### Reaction > - **Black Ink** When you take any damage, you can release black ink which covers an area within 30 feet of you. All creatures in that area become completely Blinded. You must be underwater to use this ability. > - *Big Triumph:* You can only use this Action once. \pagebreak ___ ___ > ## Siren Screamer >*Medium, Monstrosity* > >*Tier 2, Challenge Point 4, XP: 8* > > ### Attributes >|**AC** 16 |**AP** 0| >|:-|:-| > |**HP** 22 | **Posture** 18 | > |**Mana** 4 > - **Damage Immunities:** Sonic > - **Passive Insight/ Perception** 14 > - **Senses** Blindsenses > - **Language** Druidic, Sign Language > ### Movement >|**Base/ Swim (Breath)** 35| **Climb** 0| **Dash** 10| >|:-|:-:|-:| > ### Stats + Skills >|**STR** -2 |**DEX** +6 |**INT** -1|**WIS** +4|**CHA** +6| >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > > ### Ability > - **Spell Skill** Spell Hit: +6, Spell DC (14) > - **Death Scream** When you die, all creatures within 300 feet of you must make an Endurance Save (DC 14). A creature takes 2d10 sonic damage on a fail, or half as much on a success. > - **Swimmer** You are in harsh terrain while on ground. While underwater, you are considered to be in fast terrain and you don't gain disadvantage on Attacks > > ### Action (1) > - **Sing (Concentration)** All creatures within 300 feet of you must make an Insight Save (DC 14). > - On a fail, that creature becomes Enchanted by you, until your Concentration ends, until it takes any damage, or until someone uses its Action to shake the target. On a success, the target becomes immune to this ability for the next 24 hours. > - While Enchanted by you, the target follows your voice, even if it would harm itself. > - **Fish Tail** *Hit* +6, *Dmg* 1d6 strike > - *Water Bash:* On a hit, a creature is pushed 10 feet away from you while underwater and take extra 1d6 strike damage. This Attack deal double Posture damage. > - **Cast Spell** You can cast the following spells: > > - *At Will:* Sonic Blast > > - *Level 1 (1 Mana):* Scream > \pagebreak
___ ___ > ## Siren Enchanter >*Medium, Monstrosity* > >*Tier 2, Challenge Point 4, XP: 8* > > ### Attributes >|**AC** 16 |**AP** 0| >|:-|:-| > |**HP** 22 | **Posture** 18 | > - **Damage Immunities:** Sonic > - **Passive Insight/ Perception** 14 > - **Senses** Blindsenses > - **Language** Druidic, Sign Language > ### Movement >|**Base/ Swim (Breath)** 35| **Climb** 0| **Dash** 10| >|:-|:-:|-:| > ### Stats + Skills >|**STR** -2 |**DEX** +6 |**INT** -1|**WIS** +4|**CHA** +6| >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > ### Ability > - **Enchantment Aura** At the start of your turn, any creature of your choice within 30 feet of you must succeed on an Insight Save (DC 14), or become Enchanted by you for 1 turn. > > - \columnbreak > > - **Swimmer** You are in harsh terrain while on ground. While underwater, you are considered to be in fast terrain and you don't gain disadvantage on Attacks > > > ### Action (1) > - **Sing (Concentration)** All creatures within 300 feet of you must make an Insight Save (DC 14). > - On a fail, that creature becomes Enchanted by you, until your Concentration ends, until it takes any damage, or until someone uses its Action to shake the target. On a success, the target becomes immune to this ability for the next 24 hours. > - While Enchanted by you, the target follows your voice, even if it would harm itself. > > - **Forced Love:** Choose one creature within 30 feet of you. That creature must succeed on an Insight Save (DC 14), or be under your control for 1 turn, as if by the effects of the Control Creature spell. Creatures Enchanted by you automatically fail this Save. > - **Fish Tail** *Hit* +6, *Dmg* 1d6 strike > - *Water Bash:* On a hit, a creature is pushed 10 feet away from you while underwater and take extra 1d6 strike damage. This Attack deal double Posture damage. \pagebreak ### Tier 3
___ ___ > ## Siren Matriarchy >*Large, Monstrosity* > >*Tier 3, Challenge Point 20, XP: 60* > > > ### Attributes >|**AC** 18 |**AP** 2 | >|:-|:-| > |**HP** 124 | **Posture** 68 | > - **Damage Immunities:** Sonic > - **Passive Insight/ Perception** 16 > - **Senses** Blindsenses > - **Language** Druidic, Sign Language > ### Movement >|**Base/ Swim (Breath)** 45| **Climb** 0| **Dash** 30| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +4 |**DEX** +8 |**INT** +3|**WIS** +6|**CHA** +8| >|:---:|:---:|:---:|:---:|:---:| > - **LU +1:** Luck Points: 1; Critical Fail: 1 > > > ### Villain Action > > - **Call Daughters** When you roll for Initiative, you can call 3d4 sirens to aid you in battle. > > - **Siren Screams** When you roll for Initiative, you can scream as loud as you can. All creatures within 300 feet of you must make an Endurance Save (DC 16) or take 2d12 sonic damage on a fail, or half as much on a success. > - Any creature that takes this sonic damage must also succeed on an Insight Save (DC 16) or become Scared of you for 1 turn. > - **Fallen Grace** If you have 40 or less HP, all sirens within 60 feet take extra 1 Action at the start of your turn. > > ### Abilities > > - **Command** Once per round, you can use a Free Action to make a friendly creature within 30 feet to take an Action on your turn. > - **Swimmer** You are in harsh terrain while on ground. While underwater, you are considered to be in fast terrain and you don't gain disadvantage on Attacks > ### Action (3) > - **Sing (Concentration)** All creatures within 300 feet of you must make an Insight Save (DC 16). > - On a fail, that creature becomes Enchanted by you, until your Concentration ends, until it takes any damage, or until someone uses its Action to shake the target. On a success, the target becomes immune to this ability for the next 24 hours. > - While Enchanted by you, the target follows your voice, even if it would harm itself. > - **Siren Chorus** All creatures within 60 feet of you must make an Endurance Save (DC 16), taking 2d12 sonic damage on a fail, or half as much on a success. > - Any creature that takes this sonic damage must also succeed on an Insight Save (DC 16) or become Scared of you for 1 turn. > - *Triumph:* This Action has a limit of once per round. > > - **Fish Tail** *Hit* +8, *Dmg* 1d10 strike > - *Long Reach:* The reach of this Attack is 10 feet. > - *Water Bash:* On a hit, a creature is pushed 10 feet away from you while underwater and take extra 1d10 strike damage. This Attack deal double Posture damage. > > ### Reaction > - **Revenge** When one of your daughters dies, you can make 1 Attack of Opportunity against the target that killed the ally if it is within reach, even if that target has Disengaged.