Seaweed Siren

This creature’s three singing heads sway atop serpentine necks that extend from a bulbous body split by a wide, toothy mouth. Pungent strands of seaweed cover the creature like slimy hair.

Disgusting Dwellers On first glance, this creature appears to blur the line between plant and animal. Three eyeless heads sway above the central body mass, constantly singing, chanting, and speaking in nonsense languages and simple babble. Seaweed covers the creature’s three false heads and its main central body—a form of camouflage to help the beast remain hidden while hunting. Six stout, crablike legs carry this creature along the coast and through the rocky tide pools it inhabits. A seaweed siren stands over 8 feet tall from the tip of its stubby legs to the top of its heads, and is nearly 7 feet in diameter. The creature weighs upward of 3,500 pounds.

Seaweed Siren Large monstrosity, chaotic neutral Armor Class 18 (natural armor)

18 (natural armor) Hit Points 210 (20d10 + 100)

210 (20d10 + 100) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 29 (+9) 15 (+2) 21 (+5) 11 (+0) 16 (+3) 19 (+4) Saving Throws Dex +7, Con +10

Dex +7, Con +10 Skills Perception +13, Stealth +7

Perception +13, Stealth +7 Damage Resistances fire, thunder

fire, thunder Senses blindsight 30 ft., darkvision 60 ft., passive Perception 23

blindsight 30 ft., darkvision 60 ft., passive Perception 23 Languages all; tongues

all; tongues Challenge 14 (11,500 XP) Innate Spellcasting. The siren's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: shatter

3/day each: charm monster, quickened confusion

1/day: bestow curse Cacophony. As a bonus action, the siren can begin singing a powerfully distracting melody. A creature within 100 feet of the siren that can hear the singing had disadvantage on Wisdom (Perception) checks that rely on hearing, and must succeed on a Constitution saving throw whenever it tries to cast a spell (DC 10 + the spell's level), or the spell is wasted. The singing lasts until the siren is silenced or dies, or if it voluntarily ends it (no action required)." False Heads. The seaweed siren has three false heads. While it has more than one head, the siren has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Each head can be attacked (AC 25; 25 hit points). Destroying a head deals half damage to the seaweed siren itself. If all its heads die, the siren can't cast spells, use its Cacophony trait, or make Thunder Beam attacks. Limited Amphibiousness. The siren can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Actions Multiattack. The seaweed siren makes as many Thunder Beam attacks as it has heads and one attack with its bite. Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 26 (5d6 + 9) piercing damage. Thunder Beam. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 23 (6d6 + 2) thunder damage. Staggering Gaze. The seaweed siren magically forces a creature it can see within 30 feet of it to make a DC 16 Wisdom saving throw. On a fail, the creature is stunned for 2 (1d4) rounds.

Legendary Actions

The siren can take 3 legendary actions, choosing the Thunder Beam option below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The siren regains spent legendary actions at the start of its turn.

Thunder Beam. The siren makes one thunder beam attack.

Image Source: Simon Tjong (https://www.artstation.com/artwork/oeQgB)