BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Sirine

Basic Information

Anatomy

A sirine appears to be a normal human woman in most respects, although its skin often has a noticeable yellow or green tinge. The hair can be any normal, human hair color, or it can be lustrous silver or dark green. A sirine wears only lightweight clothing while on land and often nothing at all while in the water. The typical sirine carries a short sword or dagger at all times.

Additional Information

Social Structure

Sirenes are playful, gregarious creatures that love to sing, swim, dance, and laugh. They frequently draw strangers into their games and parties, but they rarely grant such visitors more than a few hours of their time.   Although sirines are always happy to have fun with strangers, they are extremely reclusive about their communities. They take care to seek camaraderie only when away from their homes, and then only for a short while. Any creature that follows a sirine home, or stumbles upon that location accidentally, is likely to come under attack.   After a few hours, most sirines have had enough of the companionship of other creatures, so they slip away, usually by diving underwater. For a stranger, earning the trust of a sirine is nearly impossible. These creatures trust no one except other sirenes, though in times of need they do accept any offered aid. Such assistance does not earn the giver any more of a sirine's company than would otherwise have been bestowed, however, nor does the creature feel obligated to reward its benefactor in any way. Occasionally a sirine bestows a gift, usually a small gem, seashell, or other trinket, on an admirer who has been particularly charming company.
Related Ethnicities

Remove these ads. Join the Worldbuilders Guild

Sirine

Medium fey, chaotic neutral
Armor Class 17
Hit Points 4d8
Speed 30ft Swim: 60ft

STR
10 0
DEX
18 +4
CON
11 0
INT
13 +1
WIS
16 +3
CHA
17 +3

Saving Throws Con +3, Dex +7, Wis +6
Skills Animal Handling +5, Medicine +5, Stealth +7, Performance +8, Athletics +3, Nature +5
Languages Sylvan
Challenge 5

Innate Spellcasting. The sirine's innate spellcasting ability is Charisma (spell save DC , + to hit with spell attacks). The sirine can innately cast the following spells, requiring no material components:   1/day each: fog cloud, greater invisibility, polymorph (self only)


Charming Song. At will, a sirine can sing a special song that functions like a charm person spell, except that it lasts for 11 hours and affects every creature that hears it.   Intelligence Damage. Any creature hit by a sirine's touch attack takes 1d4 points of Intelligence damage (or 2d4 points on a critical hit).   Deflection. A sirine is surrounded by an aura that grants it a deflection bonus to AC equal to its Charisma bonus.   Soothing Touch. A sirine, if it desires, can use its touch to restore 1d6 points of Intelligence damage caused by any sirine.


Actions

Short Sword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.


 

Comments

Please Login in order to comment!