Sirens

Overview

View Statblock (Siren)

Siren CR: 8

Medium humanoid, lawful evil
Armor Class: 12
Hit Points: 105 (14d8 + 42)
Speed: 25 ft , swim: 40 ft

STR

16 +3

DEX

14 +2

CON

10 +0

INT

19 +4

WIS

12 +1

CHA

21 +5

Saving Throws: STR +3, CHA +7
Skills: Insight +4, Stealth +5, Performance +9
Damage Resistances: cold, fire
Condition Immunities: charmed
Senses: darkvision 60 ft., passive Perception 14
Languages: Primordial, Wild Ogygian
Challenge Rating: 8

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.

At will: shape water, gust, thunderclap

1/day: call lightning, sleet storm, tidal wave

2/day: calm emotions, enthrall, gust of wind

3/day: charm person, fog cloud, mind sliver, shatter, wall of water


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.

View Statblock (Siren Matriarch)

Siren CR: 8

Medium humanoid, lawful evil
Armor Class: 12
Hit Points: 105 (14d8 + 42)
Speed: 25 ft , swim: 40 ft

STR

16 +3

DEX

14 +2

CON

10 +0

INT

19 +4

WIS

12 +1

CHA

21 +5

Saving Throws: STR +3, CHA +7
Skills: Insight +4, Stealth +5, Performance +9
Damage Resistances: cold, fire
Condition Immunities: charmed
Senses: darkvision 60 ft., passive Perception 14
Languages: Primordial, Wild Ogygian
Challenge Rating: 8

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.

At will: shape water, gust, thunderclap

1/day: call lightning, sleet storm, tidal wave

2/day: calm emotions, enthrall, gust of wind

3/day: charm person, fog cloud, mind sliver, shatter, wall of water


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.

  The sirens of Ogygia have developed a unique form of magic that uses song to manipulate the wind, weather, and water, as well as hypnotizing or compelling other creatures. Through this song they can compel their victims to toss themselves into deep water or use the wind and water currents to impale ships on jagged shores, where any flesh-and-blood creature, humanoid or otherwise, can be consumed at the sirens’ leisure. Sirens often form communities to combine their songs into overwhelming storms, and they are not limited to saltwater, either; siren communities have been seen in far inland lakes, marshes, and rivers, only limited by their requirement to submerge themselves in water daily.  
While sirens are superficially human in outline, they are actually highly intelligent cephalopods that have evolved humanoid mimicry to help draw in their preferred prey. While they have arms and legs, their “feet” are muscular flippers with fins on either side; up to twelve tentacles sit on top of their heads in place of hair; their pupils are often an alien “w” or “u” shape; they completely lack any body hair, even eyebrows or lashes; and, most obviously, four huge manipulating tentacles emerge from their backs, with webbing stretched between them. Their loose internal structure is exclusively cartilaginous and they have complete control of their skin pigmentation and texture, allowing them to change their colors and suck in their more obvious appendages to pass as human without close scrutiny. Failing that, they are known to blend into their environments with incredible precision and squeeze through spaces much smaller than they should.
 
Despite their threatening potential, a siren’s curious nature inspires some to learn about humanoids by mimicking humans and living among them peacefully. If the secret is kept too long, however, one factor always betrays them: a child born of a siren and another humanoid will resemble the non-siren parent for only a few years before the child fully transitions into a siren itself.

Contents

Details

Origin/Ancestry
Spawn of Phorcys and Ceto
Lifespan
60 years
Average Height
5-6 feet
Geographic Distribution


Cover image: by huadong lan