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Siren

Challenge
str
12
dex
12
con
12
int
10
wis
10
cha
14

AC 11 

HP 38 (7d8 + 7; bloodied 19)

Speed 20 ft., swim 40 ft.


Proficiency +2; Maneuver DC 11

Saving Throws Wis +2

Senses passive Perception 10

Languages Common


Amphibious. The siren can breathe and sing both in air and underwater.


ACTIONS

Multiattack. The siren attacks twice with its claw.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.


BONUS ACTIONS

Luring Song. The siren sings a magical song. Each humanoid and giant within 300 feet that can hear it makes a DC 12 Wisdom saving throw . On a failure, a creature becomes charmed until the siren fails to use its bonus action to continue the song. While charmed by the siren, a creature is incapacitated and ignores other siren songs. On each of its turns, the creature moves towards the siren by the most direct route, not avoiding opportunity attacks or hazards. The creature repeats its saving throw whenever it is damaged and before it enters damaging terrain such as lava. If a saving throw is successful or the effect ends on it, it is immune to any siren’s song for the next 24 hours.

Combat

The harpy uses its Luring Song continuously whenever enemies are within 300 feet. It prefers to attack creatures charmed by it and tries to evade creatures that attack it in melee. It flees if it is bloodied while no creatures are charmed by it.


Legends and Lore

With a History or Nature check, characters can learn the following:

DC 10 Harpies blend the features of humanoids and birds. Their magical songs ensorcell the minds of the weak-willed.

DC 15 A creature fascinated by a harpy’s song can’t resist its lure, even if it means walking off a cliff.

DC 20 Harpies congregate in close-knit flocks. Insulting one harpy usually angers all of them.

Description

Sirens are underwater creatures that resemble merfolk. They use their beautiful songs to prey on merfolk and sailors.

Behavior

1 Singing from a high peak or other perch

2 Flying overhead: attack on sight, but will spare anyone with an instrument

3 Looking for prisoners to fill the cages in their lair

4 Working on an opera

5 Following a wounded victim

6 Hunting harpy-hunters

Signs

1 Large feather

2 Distant beautiful singing

3 Vultures flying overhead

4 Gnawed bones

Encounters

Harpies can be found in any outdoor environment, especially forests with tall trees and mountains with high cliffs.

CR 0–2 1 or 2 harpies ; harpy with 1d6 vultures ; siren

Treasure 45 gp, snowflake-shaped silver brooch (25 gp), cloak of elvenkind

CR 3–4 3 or 4 harpies ; harpy with 1 or 2 giant vultures ; 3 sirens

Treasure 3 local maps (75 gp each), coral comb (25 gp), 3 spell scrolls of magic mouth (these harpies can cause a magic mouth to use Luring Song)

CR 11–16 harpy queen (statistics of erinyes) with 3 or 4 harpies

Treasure 700 gp, 900 sp, shabby harpsichord (75 gp), 3 rare books of music (100 gp each), silver and opal crown (750 gp), ring of telekinesis

Monster Type Description

Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs . Others have bizarre or unnatural appearances, like many-tentacled ropers . Monstrosities could only arise in a world suffused with magic.