Homebrew, Monster Manual II (3.5e) 2002

Sirine CR: 4

Medium fey, usually chaotic neutral
Armor Class: 17 (Mage Armor)
Hit Points: 18 (4d8) 4d8
Speed: 30 ft , swim: 60 ft

STR

10 +0

DEX

18 +4

CON

11 +0

INT

13 +1

WIS

16 +3

CHA

17 +3

Saving Throws: Dexterity +6, Concentration +2, Charisma +5
Skills:

Animal Handling +5, Athletics +2, Medicine +5, Performance +7, Stealth +6, Survival +5

Damage Resistances: Cold
Senses:

Darkvision 60', Passive Perception 13

Languages: Common, Sylvan
Challenge Rating: 4 ( 1100 XP)
Proficiency Bonus: +2

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:

  • At will: Mage Armor (self only)
  • 1/day each: Fog Cloud, Invisibility, Polymorph (self only)


Magical Resistance. The sirine has advantage on saving throws against spells & other magical effects.

Actions

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.

Bonus Actions

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.

Suggested Environments

Temperate to warm climates; costal & underwater terrain


Created by

Baron_Imperious2.

Statblock Type

Monster / Creature (2020)

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