SIRINE 5e stats

Medium humanoid, any

Armor Class 16
Hit Points  39 (6d8 + 12)
Speed 30 ft., swim 40 ft

STRDEXCONINTWISCHA
11 (+0)18 (+4)14 (+2)14 (+2)13 (+1)16 (+3)

Damage Immunities poison
Saving Throws Dex +6, Cha +5
Senses darkvision 120 ft., passive Perception 13
Skills Acrobatics +6
Languages Aquan, Common
Challenge 1 (200 XP)

Sirine Song. The song works as a charm spell, the DC to resist is 15.
Innate Spellcasting. The sirine’s innate spellcasting ability is Charisma (spell save DC 13). She can cast the following spells, requiring no material components:
3/day: fog cloud
2/day: polymorph self
1/day: improved invisibility
Touch of Idiocy. If the sirine touches an opponent, the victim must make a DC 13 constitution saving throw; those failing to save are reduced to an Intelligence of 2. The touch is automatic for charmed individuals, but requires a normal attack roll for others.
A successful dispel magic against a 5th level spell will restore the victim’s intelligence, as will a sirine’s touch, if she so wills it. Any sirine can restore intelligence taken by another sirine.

ACTIONS

  • DaggerMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6) piercing.
  • Javelin of Lighting: Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6) piercing damage. If the javelin is thrown, it deals 5d6 lighting damage to the target; dexterity saving throw for half damage.

DESCRIPTION

Sirines are beautiful, human-like females, at home in any aquatic environment. They have human skin tones ranging to a light yellow-green, and their hair can be almost any color, though silver and dark green are the most common. Sirines have beautiful figures and wear scanty clothing at best. Most sirines are antisocial, so they try to drive intruders away, with evil sirines taking stronger measures.

Other sirines are hungry for social interaction, and try to lure male humans or demihumans to join them for a time. Sirines speak their own language and the language of the nearest intelligent races. They can breathe water and air, and they have infravision to a range of 120 feet.

HABITAT / SOCIETY

Sirines are encountered only in lonely places that are otherwise uninhabited. Most live near rocky outcroppings or small islands in the sea. Some choose to live in fresh water, but tend to avoid these areas because they are usually populated and sometimes difficult to reach. Young sirines often live with their sisters; these sirines are the more social type. As a sirine grows older, she becomes more reclusive and contemplative, however, and eventually looks for a home of her own where she can think and sing in solitude.

Even then, they have a rare desire for companionship. Sirines usually mate with male humans. Some sirines choose elves, tritons, or merfolk as mates, producing children with some of their parents’ traits (pointed ears from elves, green skin from aquatic elves, scales and webbed fingers and toes from merfolk and tritons). Sirines never form lasting relationships, for the call of the sea is too great to bind them.

After a gestation period of nine months, they give birth to 1d4 baby sirines, which are cared for by their mother until they are five years old. After that, they fend for themselves, living on the bounty of the sea. Reaching adulthood at 10 years, they live for about 50 years, and yet their beauty never leaves them. Sirines live to sing, and to think about the sea.

If deprived of their voices, or confined away from water, they will slowly wither away until they die. Sirines often have great knowledge regarding the history of their area and any current events. They sometimes trade this knowledge for companionship.

ECOLOGY

Sirines are not harmful to their environment in any manner. They kill only enough to eat, and never take too much from the sea. They have few natural enemies, and they are more than able of taking care of themselves.

Though they make beautiful garments from sea shells, fish skin, and seaweed, they gain other belongings and treasure by scavenging shipwrecks.

Sirine is employed as material component to empower the following spells: