Sea Siren

Coastal sailors and fey harvesters tell of a smiling shark that hums old lullabies and steals the bold. Shrines found near its territories are decorated with small trinkets, offerings from those who survived a meeting. Some claim the siren once courted a drowned fey noble and inherited a shard of that courtly power.

HP85AC15SPDSwim 50 ft., Can use currents and kelp passages to move without provoking opportunity attacks from creatures that cannot swimCR5PerceptionStealth
STR
18
save
DEX
14
CON
16
save
INT
10
WIS
12
save
CHA
14
Fey Resilience. The sea siren has advantage on saving throws against being charmed and cannot be put to sleep by magic.
Fluid Motion. While underwater the siren can move through spaces occupied by creatures that are one size smaller without provoking opportunity attacks. It can also ignore difficult terrain created by kelp or underwater growth.
Unearthly Currents. The siren emits a faint aura of otherworldly currents in a 10 foot radius. When a creature enters the aura for the first time on a turn or starts its turn there, it must make a Wisdom saving throw or have disadvantage on initiative rolls and Perception checks for 1 minute. Once a creature succeeds at the save, it is immune to this effect for 24 hours.
Bite. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: piercing damage plus psychic damage. If the target is a creature, it must succeed on a Wisdom saving throw or be disoriented. While disoriented it has disadvantage on attack rolls and ability checks that rely on sight until the end of its next turn.
Siren Song. The sea siren releases a cascading, musical pulse underwater in a 60 foot cone. Each creature in that area that can hear it must succeed on a Wisdom saving throw or be charmed for 1 minute. A charmed creature will not willingly move more than 5 feet away from the siren and treats the siren as a friendly, nonthreatening creature. The charmed target can repeat the save at the end of each of its turns, ending the effect on a success. If the target takes damage from the siren, it can repeat the save immediately.
Tail Sweep. The sea siren lashes with its massive tail. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: bludgeoning damage. If the target is a creature that fails a Strength saving throw, it is knocked prone.
Defensive Lash. When a creature the siren can see within 20 feet attacks a creature charmed by its Siren Song, the siren can use its reaction to make one Tail Sweep attack against the attacker.
Cantrips
Innate SpellcastingEnchantment and Illusion Innate. Charisma is the spellcasting ability (spell save DC 13). The siren can cast the following spells, requiring no components. At will: prestidigitation (underwater-friendly sensory tricks). 2/day each: fog cloud (underwater, 40-foot-radius bubble), faerie fire. 1/day: hypnotic pattern (centered on an area of water; creatures who fail the save are charmed and dazzled for the spell duration).
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