| Perception | 12+, darkvision, wavesense (imprecise) |
| Languages | Common |
| Skills | Athletics +11, Acrobatics +13, Deception +13, Intimidation +11, Performance +11, Stealth +13, Thievery +12 |
STR +0 , DEX +2 , CON +2 , INT -2 , WIS +1 , CHA +4 | |
| AC | 21 |
| Saving Throws | Fort +12, Ref +15, Will +9 |
| HP | 75 |
| Speed | 25 ft., 25 ft. flying |
| Melee | Melee [one-action] jaws +15 [+10/+5] (finesse), Damage 2d8+4 piercing Melee [one-action] talons +15 [+11/+7] (agile, finesse), Damage 2d6+4 slashing and Improved Grab |
| Special Abilities | Siren's Song [three-action] (auditory, mental, primal), Once per day, a Siren can beguile and bewitch with it's song. All creatures in a 60-foot emanation must attempt a Will save against the Siren's Perfomance DC. On subsequent rounds, Siren's can Sustain the song, causing each creature in the area currently affected by your song to attempt another Will save. Creatures of the Siren family are immune to this song. Critical Success. The target is unaffected and becomes immune to Siren Song for 24 hours. Success. The target is fascinated with the Siren until the end of your next turn. Failure. As success, and the target is stupefied 1 for as long as it's fascinated. Critical Failure. As success, and the target is stupefied 2 for as long as it's fascinated. |
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