“Siren: The Haunting Songstress of Sea and Sky”
“From the veil of sea-mist rises a song so beautiful it breaks the heart—and drags the listener beneath the waves.”

The Siren is a beguiling spirit of the sea whose voice can seduce sailors, heroes, and even gods. Worshiped as muse or feared as monster, she embodies the peril of temptation—where beauty conceals death and every melody is a promise that ends in silence.
Appearance
Unlike the mermaids of later legend, true Sirens bear the form of haunting hybrids—part mortal maiden, part seabird. Their upper bodies resemble beautiful, wind-tossed women crowned with seaweed or shells, but below the waist their flesh gives way to sleek feathers, taloned feet, or wings that shimmer like wet bronze. Some possess both feathers and scales, marking their dual dominion over air and water. When they sing, their throats flutter with avian tremor, and the air around them fills with glints of salt spray and drifting down. From afar they might seem angelic; up close, their alien grace reveals something ancient and perilous.
Behaviour
Solitary and unpredictable, Sirens drift between longing and cruelty. They linger near passing ships, watching mortals with mournful fascination before weaving emotion into manipulation. Their affection is fleeting, their mercy rarer still; few who hear their songs survive to tell of it.
Habitat
Sirens dwell where land and sea intertwine—on mist-bound cliffs, coral grottoes, and sunken temples that echo their voices. They are drawn to places of natural resonance, where waves and wind amplify their songs. Some haunt the ruins of drowned cities, bound by ancient curses or forgotten oaths to sing for eternity.
Modus Operandi
A Siren’s song is both weapon and curse. Her melody lures sailors toward jagged reefs or into the depths, cloaking illusion with longing. When charm fails, she conjures storms, illusions, or enchantments to scatter her prey. Beneath her grace lies a predator’s cunning—she strikes unseen, vanishing beneath the surf before vengeance can follow.
Motivation
Sirens are driven by insatiable desire: for love, for worship, or for the fleeting warmth of mortal souls. Some were once mortals punished by sea gods; others are born from the ocean’s sorrow itself. Whatever their origin, each is bound to her own song—forever singing of beauty, freedom, and death.
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Siren

Medium monstrosity (shapechanger), chaotic neutral
“From the veil of sea-mist rises a song so beautiful it breaks the heart—and drags the listener beneath the waves.”
Armor Class 15 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft., fly 60 ft., swim 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 18 (+4) | 18 (+4) | 13 (+1) | 15 (+2) | 20 (+5) |
Saving Throws Dex +7, Wis +5, Cha +8
Skills Deception +8, Insight +5, Performance +11, Persuasion +8, Stealth +7
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed (by her own song), frightened
Senses darkvision 60 ft., passive Perception 12
Languages Common, Primordial; can communicate through song with beasts of the sea and air
Challenge 7 (2,900 XP) Proficiency Bonus +3
Lore
Sirens are mortals punished by divine wrath, once singers, priestesses, or poets whose voices angered or distracted the gods of sea and storm. Twisted into hybrids of woman and seabird, they are bound to eternal song, enchanting and destroying those who hear it.
Though monstrous, they retain traces of their former artistry; their lairs are filled with relics, manuscripts, and treasures from drowned sailors. Their songs are at once beautiful and deadly—a haunting reminder that pride and desire can invite divine vengeance.
Traits
Amphibious.
The Siren can breathe both air and water.
Enchanting Voice.
Any creature that starts its turn within 300 feet of the Siren and can hear her song must succeed on a DC 16 Wisdom saving throw or become charmed until the song ends. While charmed, a creature is compelled to move toward the Siren along the safest path available. The Siren can maintain her song as a bonus action each round; it ends if she is incapacitated or chooses to stop.
Sea and Sky Dominion.
Difficult terrain caused by wind or waves does not hinder the Siren. She has advantage on Dexterity (Stealth) checks while flying above or swimming beneath rough seas.
Innate Spellcasting.
The Siren’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit). She requires no components to cast spells through song.
- At will: minor illusion, thaumaturgy, charm person
- 3/day each: suggestion, mirror image, calm emotions, enthrall
- 1/day each: greater invisibility, mass suggestion, control water, dominate person
Actions
Multiattack.
The Siren makes two attacks with her Talon or Wing Buffet, or one attack and uses Siren’s Song.
Talon. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Wing Buffet. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Siren’s Song (Recharge 5–6).
The Siren releases her haunting melody. Each creature of her choice within 120 feet that can hear her must succeed on a DC 16 Wisdom saving throw or become charmed for 1 minute. While charmed, creatures are incapacitated and move up to 20 feet toward the Siren on each of their turns. The effect ends if the Siren or her allies harm the creature, or if she stops singing.
Reactions
Wings of Deflection.
When a ranged attack would hit the Siren, she beats her wings, imposing disadvantage on the attack roll.
Legendary Actions
The Siren can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn.
- Whispering Echo. The Siren projects her voice to a point within 60 feet. Creatures concentrating on a spell must succeed on a DC 15 Constitution saving throw or lose concentration.
- Sudden Dive. The Siren moves up to half her flying or swimming speed without provoking opportunity attacks.
- Harmonic Pulse (2 Actions). The Siren releases a burst of sonic energy; each creature within 15 feet must make a DC 16 Constitution saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much on a success.
Tactics and Combat Style
Sirens favor ambush and misdirection. From cliffs, reefs, or fog, they manipulate the battlefield with song, drawing foes into hazards while remaining distant. In combat, they mix Wing Buffet and Talon attacks with Siren’s Song to isolate and control opponents. Spells like mirror image, greater invisibility, and control water allow them to escape or shape the battlefield. If wounded, they retreat beneath waves or fly high, leaving only echoes of their song behind.
Treasure
Lairs often contain shipwreck relics, pearls, musical instruments, and fragments of drowned libraries—evidence of the Siren’s artistry and her eternal lament.
Siren

Medium monstrosity, chaotic neutral
Armor Class 14
Hit Points 82 (15d8 + 15)
Speed 30 ft., 60 ft. fly
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 19 (+4) | 12 (+1) | 14 (+2) | 17 (+3) | 18 (+4) |
Saving Throws Dex +6
Skills Acrobatics +7, History +5, Insight +6, Perception +6, Performance +10, Stealth +7
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 16
Languages Auran, Common
Challenge 3 (700 XP)
Actions
- Multiattack. The siren makes two attacks with its talons.
- Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) slashing damage.
- Alluring Voice. When the siren sings, it can cause all creatures within 200 feet of it to make a DC 15 Charisma saving throw. Those that fail are charmed and are compelled to do anything the siren asks. As a bonus action, the siren can either instruct the creatures that it has charmed to take an action, or to stay incapacitated. The siren cannot tell victims to attack their allies. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the siren moves further than 250 feet from its charmed victim. If a creature’s saving throw is successful, or the effect ends for it, the creature is immune to this siren’s Song of Charming for the next 24 hours.
- Screech (Recharge 5-6). The siren lets loose a shrill shout in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 17 (5d6) thunder damage on a failed save, or half as much on a successful one.
About
These bizarre beings have the bodies of hawks, owls, or eagles, but the heads of beautiful human women. Their faces typically reflect the human ethnicity dominant in the area in which they lair, and they almost always bear a vibrant and youthful countenance. A typical siren has a wingspan of 8 feet and weighs 120 pounds.
Heartbreaker. All sirens are female and long-lived. The oldest known sirens haunt their territories for nearly a millennium, although most only live for a few hundred years.
Sirens require male humanoids to mate, and several times per decade either capture or rescue bold or comely sailors who enter their territories. Stories abound of sirens dying-either through heartache or suicide-when sailors they attempted to lure overcame their compelling powers and escaped their grasps. Sirens always live near the sea, where their powerful voices can carry over the waves and attract the attention of unwary sailors who trespass near their isles.
Section 15: Copyright Notice
Sea Monsters (5E) © 2021, Legendary Games; Authors Michael Ritter, Michael “solomani” Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.
Siren

This creature has the body of a hawk and the head of a beautiful woman with long, shining hair.
Winged sea-monsters they have the heads of women and the bodies of birds .They live on rocks on the sea. There are no male sirens, but they must mate to breed. Their captivating song that they can sing can beguile men to leap overboard of their ships.
These bizarre beings have the bodies of hawks, owls, or eagles, but the heads of beautiful human women. Their faces typically reflect the human ethnicity dominant in the area in which they lair, and they almost always bear a vibrant and youthful countenance.
They are all female and long-lived. The oldest known haunt their territories for nearly a millennium, although most only live for a few hundred years. Sirens require male humanoids to mate, and several times per decade either capture or rescue bold or comely sailors who enter their territories. Stories abound of sirens dying ‘either through heartache or suicide’ when sailors they attempted to lure overcame their compelling powers and escaped their grasps. Sirens always live near the sea, where their powerful voices can carry over the waves and attract the attention of unwary sailors who trespass near their isles.
A typical siren has a wing span of 8 feet, and weighs 120 pounds.
| Siren CR 5 |
| XP 1,600 CN Medium magical beast Init +3; Senses Darkvision 60 ft., Low-Light Vision; Perception +15 |
| DEFENSE |
| AC 18, touch 14, flat-footed 14 (+3 Dexterity, +1 Dodge, +4 natural) hp 52 (8d10+8)Fort +7, Ref +11, Will +6Immune mind-affecting effects |
| OFFENSE |
| Speed 30 ft., Fly 60 ft. (good) Melee 2 talons +11 (1d6) Special Attacks bardic performance, siren’s song, sneak attack +2d6 Spell-Like Abilities (CL 7th; Concentration +12) 3/day-cause fear (DC 16), charm person (DC 16), deep slumber (DC 18), shout (DC 19) |
| STATISTICS |
| Strength 10, Dexterity 17, Constitution 12, Intelligence 14, Wisdom 19, Charisma 21 Base Atk +8; CMB +8; CMD 22 Feats Dodge, Flyby Attack, Lightning Reflexes, Weapon Finesse Skills Fly +7, Knowledge (history) +10, Perception +15, Perform (sing) +13, Stealth +14 Languages Auran, Common |
| ECOLOGY |
| Environment temperate or warm hills Organization solitary or flight (2-7) Treasure standard |
| SPECIAL ABILITIES |
| Bardic Performance (Su) A siren may use bardic performance as a 4th-level bard (9 rounds/day), and can use countersong, distraction, fascinate, inspire competence, and inspire courage. Levels in the bard class stack with this ability. Siren Song (Su) When a siren sings, all non-sirens within a 300-foot spread must succeed on a DC 19 Will save or become enthralled (see below). The effect depends on the type of song the siren chooses, and continues for as long as the siren sings and for 1 round thereafter. A creature that successfully saves cannot be affected again by any of that siren’s songs for 1 hour. These are sonic, mind-affecting effects. The save DC is Charisma-based. Enthralled creatures behave in one of the following four ways, which the siren chooses when she begins singing. Captivation: This functions exactly like a harpy’s captivating song. Fascination: Affected creatures are fascinated. Obsession: An obsessed victim becomes defensive of the siren and does all he can to prevent harm from coming to her, going so far as attacking his allies in her defense. The victim is not controlled by the siren, but views her as a cherished ally. This is a charm effect. Slumber: The victim immediately falls asleep, rendering the creature helpless. While the siren is singing, no noise will wake the sleeping creature, though slapping or wounding him does. The creature continues sleeping for 1d4 minutes after the siren stops singing, but can be awakened by loud noises or any other normal method. |
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