Sirens
Overview
View Statblock (Siren)Siren CR: 8
STR
16 +3
DEX
14 +2
CON
10 +0
INT
19 +4
WIS
12 +1
CHA
21 +5
The siren’s innate spellcasting ability is Charisma (spell save DC 16, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components, but all spells require verbal components even if the spell does not normally require one.
Aquatic. The siren can breathe air and water. The siren also needs to be submerged in water for at least one hour every three days. If it is not, the siren suffers the poisoned condition until it is submerged in water again for one hour. Bioluminescence. The siren's skin has haunting patterns of lights, often used as lures in the deep. The siren emits bright light for 5 feet and dim light for an additional 20 feet. The siren can choose to dim or completely hide its lights, and can choose the pattern they appear in. Superior Camouflage. The siren can change the color, texture, and patterning of every part of its body and fully retract its tentacles. It can use its action to mimic another Medium humanoid form, as long as it can mimic the basic shape and dimensions of that form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. It can also have advantage on Dexterity (Stealth) checks made to hide, and the siren can hide even while a creature can see it. Octopodal. The siren's four tentacles grant it advantage on grapples and allow it to use items as a bonus action.
Actions
Multiattack. The siren can use one Wail attack, then either cast a spell or make two tentacle attacks. Tentacle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 3) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Medium or smaller creature. The siren can grapple two creatures in this way. Frightening Wail. Each creature of the siren's choice within 60 feet who can hear the siren must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the siren’s Frightening Wail for the next 24 hours. Maddening Wail. Each creature of the siren's choice within 60 feet who can hear the siren must succeed on a DC 16 Wisdom saving throw or take 18 (4d8) psychic damage. Stunning Wail. Each creature of the siren's choice within 60 feet who can hear the siren must make a DC 16 Constitution saving throw. On a failure, a creature takes 9 (2d8) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn’t stunned.
Siren CR: 8
STR
16 +3
DEX
14 +2
CON
10 +0
INT
19 +4
WIS
12 +1
CHA
21 +5
The siren’s innate spellcasting ability is Charisma (spell save DC 16, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components, but all spells require verbal components even if the spell does not normally require one.
Aquatic. The siren can breathe air and water. The siren also needs to be submerged in water for at least one hour every three days. If it is not, the siren suffers the poisoned condition until it is submerged in water again for one hour. Bioluminescence. The siren's skin has haunting patterns of lights, often used as lures in the deep. The siren emits bright light for 5 feet and dim light for an additional 20 feet. The siren can choose to dim or completely hide its lights, and can choose the pattern they appear in. Superior Camouflage. The siren can change the color, texture, and patterning of every part of its body and fully retract its tentacles. It can use its action to mimic another Medium humanoid form, as long as it can mimic the basic shape and dimensions of that form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. It can also have advantage on Dexterity (Stealth) checks made to hide, and the siren can hide even while a creature can see it. Octopodal. The siren's four tentacles grant it advantage on grapples and allow it to use items as a bonus action.
Actions
Multiattack. The siren can use one Wail attack, then either cast a spell or make two tentacle attacks. Tentacle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 3) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Medium or smaller creature. The siren can grapple two creatures in this way. Frightening Wail. Each creature of the siren's choice within 60 feet who can hear the siren must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the siren’s Frightening Wail for the next 24 hours. Maddening Wail. Each creature of the siren's choice within 60 feet who can hear the siren must succeed on a DC 16 Wisdom saving throw or take 18 (4d8) psychic damage. Stunning Wail. Each creature of the siren's choice within 60 feet who can hear the siren must make a DC 16 Constitution saving throw. On a failure, a creature takes 9 (2d8) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn’t stunned.