Sirens

Sirens are the alluring fey beings of the sea. Known for their common tactic of luring ships into rocks or perilous storms, they are feared by sailors. They charm and intoxicate their prey into doing their will, which usually involves that prey drowning in the sea. Their fey blood is used well in the enchantments and songs they use to control their targets, and also lends them a carefree comfort in their grim actions.

Sirens, to the dismay of most of their victims, almost never form relations with humanoids, as the siren's main source of food is that of drowned creatures, seasoned heavily with the salt of the sea. The only way sirens can reproduce is with other beings of the feywild. There is, however the Rusalki, a different kind of siren that is formed when a siren's magic forces a person to drown themselves in the sea. The twisted fey charm chokes them after death and transforms them into a more feral siren. Rusalki, while driven by instinct, are still innately related to their siren and while under no charm or control, they feel a connection that drives them to help their siren, as if they were friends.

True fey sirens will sometimes create rusalki intentionally in order to help guard them should some sailor resist their charms, but others can occasionally be created accidentally.

Image: Siren by Wings33

Siren Medium fey, any chaotic alignment Armor Class 13 (natural armor)

13 (natural armor) Hit Points 78 (12d8 + 24)

78 (12d8 + 24) Speed 20ft., swim 40ft., fly 40ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 18 (+4) Condition Immunities charmed

charmed Senses passive Perception 11

passive Perception 11 Languages Common, Elvish, Sylvan

Common, Elvish, Sylvan Challenge 5 (1,800 XP) Amphibious. The siren can breathe air and water

Fey Ancestry. Magic can't put the siren to sleep.

Carrying Voice. The siren's voice carries magically on the wind, allowing it to be heard clearly from up to 500 feet away, through any surface except those made from lead or dimeritium.

Siren Magic. The siren is immune to the song effects of other sirens and the shriek effects of rusalki

Actions

Multiattack. The siren makes two attacks with its claws. It can replace one of those attacks with a wrap attack, or a siren song.

Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) slashing damage.

Tail Wrap. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 5 (1d6 + 3) bludgeoning damage. The target must succeed on a DC 14 Strength saving throw or be restrained as the siren wraps it in its tail. While the target is restrained, the siren can choose to squeeze the target for 1d6 bludgeoning damage as a bonus action on each of its turns. The target can repeat this saving throw at the beginning of each of its turns, being released on a success.