Homebrew, Monster Manual II (3.5e) 2002
Animal Handling +5, Athletics +2, Medicine +5, Performance +7, Stealth +6, Survival +5
Darkvision 60', Passive Perception 13
Innate Spellcasting. The sirine's innate spellcasting ability is Charisma (spell save DC 13, +5 spell attack bonus). It can innately cast the following spells, requiring no material components:
Magical Resistance. The sirine has advantage on saving throws against spells & other magical effects.
Multiattack. The sirine can make three shortsword or two javelin attacks.
Shortsword. Melee Weapon Attack: +6 to hit, 5' reach, one target. Hit: 7 (1d6 + 4) slashing damage.
Javelin. Melee or Thrown Weapon Attack: +2 to hit, 5' reach or 30'/120' range, one target. Hit: 3 (1d6) piercing damage.
Mesmerizing Melody. The sirine sings a song imbued with magic. All humanoids that can hear & are within 30' of the sirine must make a Wisdom saving throw (DC 14). They make the saving throw with advantage if they are currently hostile to sirine or its allies. Failure: The humanoid is charmed for twelve hours or until the sirine or its allies do anything harmful to it. The charmed creature is friendly to the sirine. When the spell ends, the target knows it was charmed by the sirine. Success: The humanoid is immune to this ability for the next 24 hours.
Disorienting Touch. When the sirine hits a creature with a melee attack, it can muddle the mind of the targeted creature. The targeted creature must succeed on a DC 14 Wisdom saving throw or gain disadvantage on all Wisdom, Intelligence, & Charisma ability checks & saving throws. On a success, the creature is immune to this ability for the next 24 hours.
A sirine can remove this condition with its touch, even if was not the one that initially caused the effect. The condition can also be removed with the Dispel Magic or Remove Curse spells.
Temperate to warm climates; costal & underwater terrain