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.
Medium monstrosity, chaotic neutral
Armor Class 14
Hit Points 82 (15d8 + 15)
Speed 30 ft., 60 ft. fly
|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)
- 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.
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 CR 5|
CN Medium magical beast Init +3; Senses Darkvision 60 ft., Low-Light Vision; Perception +15
|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
|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)
|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
|Environment temperate or warm hills|
Organization solitary or flight (2-7) Treasure standard
|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.
Originally Posted by DebiHuman the Wizards Community forums.
Their name means those who bind, and it is very appropriate. The Sirens were the daughters of Phorcys and Ceto who sang so beautifully that any man who heard them was compelled to jump off his ship and swim to them. Unfortunately, mostly they died in the rough water and those who didn’t soon perished of hunger because they never moved from the Sirens.
They are most famous for their participation in the Odyssey. Odysseus men were saved by Odysseus filling their ears with wax, and binding himself to the mast so that he couldn’t go to them. Later, in the story of the Argonauts, Orpheus saved the crew by playing VERY loudly.
It is also said that Hera, queen of the gods, persuaded the Sirens to enter a singing contest with the Muses. The Muses won the competition and then plucked out all of the Sirens’ feathers and made crowns out of them.