Glacier Siren

Fishermen tell of a pale angel who lures men from the decks and brings prosperity to settlements that feed an unseen hunger. Hunters whisper that if you see a perfect pale woman in a storm she marks you for a fate worse than death.

MediumUndead(Humanoid (undead))CR 1Neutral evil

Glacier Siren

vampire-variantseductressarcticlurehumanoid
HP27AC13SPD30 ft, Climb 20 ft, Swim 30 ftCR1DeceptionPersuasionStealthPerception
STR
10
DEX
14
save
CON
12
INT
12
WIS
13
CHA
18
save
Cold Enchantment. The seductress is a supernatural charmer. Creatures that fail her charms are unlikely to be suspicious right away.
Sunlight Sensitivity. While in sunlight she has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. In addition, her regeneration trait does not function while she is in direct sunlight or standing in running water.
Fugitive Spirit. If the seductress is reduced to 0 hit points, she does not die unless her body is destroyed or exposed to consecrated fire or a similar effect. Instead she dissolves into a swirl of snow and regains half her hit points after hours unless her body is found and destroyed.
Frostbite Kiss. Melee Weapon Attack: to hit, reach 5 ft, one target. Hit: 6 () piercing damage plus 4 () necrotic damage. If the target is a humanoid reduced to 0 hit points by this attack, the vampire seductress can choose to begin the process of corruption. The slain creature rises as a ghoul under the seductresss control 24 hours later unless the body is destroyed, turned, or subjected to a remove curse or similar magic. A creature slain in this way does not become a vampire.
Alluring Gaze. The seductress targets one humanoid she can see within 30 feet. The target must succeed on a Wisdom saving throw or be charmed for 1 minute. While charmed in this way the target regards the seductress as a trusted friend and will follow simple requests that do not directly jeopardize its life. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target takes radiant damage or someone else uses an action to shake the target out of the charm, the effect ends immediately. The seductress can use this trait twice, regaining uses on a short or long rest.
Siren Voice. The seductress releases a single enchantment as a whispered lullaby. She casts charm person at will, without expending spell slots, but only on a target that can hear her and understands at least one language. When she uses this ability she has disadvantage on Stealth checks until the end of her next turn as her voice lingers.
Regeneration. The seductress regains 5 hit points at the start of her turn if she has at least 1 hit point and is not in direct sunlight or standing in running water.
Protective Hold. When a charmed creature within 30 feet of the seductress is about to be attacked by an ally, she can use her reaction to impose disadvantage on the attack roll as a last attempt to keep the target under her control.
Cantrips
Innate and Known MagicEnchantment The seductress can cast charm person at will without expending a spell slot. She also knows the following spells and uses Charisma as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). She regains spell slots on a long rest.
1st level
Prepared SorceriesIllusion and Enchantment 1st-level. She typically prepares disguise self and sleep. She can cast each once per short rest.
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