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Sereilia, Voice of the

Essence Wastes
Medium fey (siren), chaotic neutral

Armor Class 17 (Natural Armour)


Hit Points 120 (16d8 + 48) (Max 176)
Speed 30ft., swim 60ft.

STR

DEX

CON

INT

WIS

Actions
CHA

16 (+3) 18 (+4) 17 (+3) 18 (+4) 19 (+4) 23 (+6)


Saving Throws Dex + 8, Con + 7, Wis + 8, Cha + 10
Skils History + 11, Perception + 8, Deception +8,
Performance + 14, Stealth + 8
Resistances bludgeoning, piercing, and slashing
from non-magical attacks
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 120ft., passive Perception 18
Languages Aquan, Common, Elvish, Sylvan
Challenge 11 (7200 XP)

Shape Changer. Sereilia can use her action to shapeshift between the form of a medium humanoid
female and her aquatic form. Her statistics remain
the same in either form.
Slippery. While in aquatic form, Sereilia has
advantage on ability checks and saving throws
made to escape a grapple.
Amphibious. Sereilia can breathe in air and water.
Magic Resistance. Sereilia has advantage on saving
throws against spells and other magical effects.
Innate Spellcasting Sereilia's innate spellcasting
ability is Charisma (spell save DC 18, +10 to hit
with spell attacks). Sereilia can innately cast the
following spells, requiring no material components:
At will: friends, minor illusion, disguise self, animal
friendship
3/day each: charm person, dissonant whispers, shatter,
suggestion, hypnotic pattern, fog cloud
1/day each: dominate person, greater invisibility, geas

Legendary Actions
Sereilia can take 3 legendary actions, choosing from
the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. Sereilia regains spent
legendary actions at the start of her turn.
Detect. Sereilia makes a Wisdom (Perception) check.
Shortsword. Sereilia makes one shortsword attack.
Attack (Costs 2 Actions). Sereilia makes one attack with
her soothing touch or claws.
Cast a Spell (Costs 3 Actions). Sereilia casts a spell from
her list of spells.

Multiattack. Sereilia makes three melee attacks: two


with her shortsword, and one with her claws or
soothing touch.
Soothing Touch (Humanoid Form Only). Melee
Weapon Attack: +6 to hit, reach 5ft., one target. Hit
the target's Intelligence score is reduced by 1d4. If
this reduction equals or exceeds the targets
Intelligence score, that score is reduced to 0. The
target is stunned until it regains at least one point
of Intelligence. Sereilia, if she desires, can use her
touch to restore 1d6 points of Intelligence damage
caused by any siren.
Claws (Aquatic Form Only). Melee Weapon Attack:
+6 to hit, reach 5ft., one target. Hit 10 (2d6 + 3)
slashing damage and the target's Intelligence score
is reduced by 1d4. If this reduction equals or
exceeds the targets Intelligence score, that score is
reduced to 0. The target is stunned until it regains
at least one point of Intelligence. Sereilia, if she
desires, can use her touch to restore 1d6 points of
Intelligence damage causedby any siren.
Shortsword. Melee Weapon Attack: +10 to hit,
reach 5ft., one target. Hit 7 (1d6 + 6) slashing
damage and an additional 3 (1d6) thunder damage.
Siren Song. Sereilia sings a magical melody. Every
humanoid within 300 feet of Sereilia that can hear
the song must succeed on a DC 18 Wisdom saving
throw or be magically charmed. Any charmed
creature regards Sereilia as a trusted friend to be
heeded and protected. Although the charmed
creature isn't under Sereilia's control, it takes
Sereilia's requests or actions in the most favourable
way it can.
Each time Sereilia or her allies do anything harmful
to the charmed creature, it can repeat the saving
throw, ending the effect on itself on a success.
Otherwise, the effect lasts 24 hours or until Sereilia
dies, is on a different plane of existance from the
creature, or ends the effect as a bonus action. A
creature that successfully saves is immune to
Sereilia's Siren song for the next 24 hours.

Reactions
Cutting Words. (5/day) When a creature that Sereilia
can see within 60 feet of her makes an attack roll,
an ability check, or a damage roll, she can use her
reaction to roll a d10 and subtract the number
rolled from the creature's roll. She can choose to
use this feature after the creature makes its roll.

Sirens
Sirens are a rare and mythological race, descended from a
cursed group of fae that were banished long ago to the
oceans. Although commonly resembling the form of a
beautiful female humanoid, their true form is aquatic, and they
possess the ability to seamlessly change features of their body
to this amphibious form. Though many generations their ranks
have dwindled to a few small clusters, and those that remain
choose to stay in seclusion or in secret for the fear of black
market trading for their fins, which many believe hold magical
properties.
Universal beauty. Sirens are the epitome of grace and beauty.
Like humans, their hair, skin colour, and complexion vary from
siren to siren, with features that charm even the most stalwart
of men. A sirine appears to be a normal human woman in most
respects, although its skin often has a noticeable yellow or
green tinge. The hair can be any normal, human hair color, or it
can be lustrous silver or dark green. A sirine wears only
lightweight clothing while on land and often nothing at all
while in the water. The typical sirine carries a short sword or
dagger at all times.
Enchanting melody. The siren's song is enchanting and
bewitching, luring unfortunate sailors or travellers to their
doom. Sirens tend to live near aquatic bodies such as oceans,
lakes or lagoons, where their powerful voices can carry over
the water and attract the attention of many unwary travellers.
Incredibly greedy. Constantly plagued by unquenchable thirst
for treasure, a Siren is never contempt. Either in solitude or in
small groups, they enjoy sitting patiently on moss covered
rocks, misguiding sailors with their songs, and leading weakwilled men to their death. Greed drives the Siren though, and
even the greatest of treasures or the portliest of sailors brings
only temporary reprise to their constant desire.
Companionship. All sirens are female and long-lived. The
oldest known sirens haunt their territories for nearly a
millennium, although most only live for a few hundred years.
Sirens require male humanoids to mate, and several times per
decade either capture or rescue bold or comely sailors who
enter their territories. Sirens do have a preference for the Elven
races, finding themselves attracted to their equal beauty and
their innate ability yp resist the effects of their songs.

A Siren's Lair
A siren's lair is normally a small cave accessible
only by water, a sheltered cove, or the wreckage of
a battered ship.

Lair Actions

On initiative count 20 (losing initiative ties), the


siren takes a lair action to cause one of the
following effects; the siren can't use the same
effect two rounds in a row.
Grasping seaweed and water vines erupt in a
20-foot radius centred on a surface underwater
that the siren can see within 120 feet of it. That
area becomes difficult terrain, and each creature
there must succeed on a DC 13 strength saving
throw or be restrained by the seaweed and
water vines. A creature can be freed if it or
another creature takes an action to make a DC
13 Strength check and succeeds. The seaweed
and water vines recede when the siren uses this
lair action again or when the siren dies.
Any pools or small bodies of water within the
siren's lair resonate with a harmonious melody,
giving all enemies of the siren disadvantage on
saving throws to resist charm effects.

Regional Effects

The region containing a siren's lair is warped by a


discordant melody to create the following effects:
Creatures within 3 miles of the the siren's lair
sometimes hear beautiful singing coming from
a female voice.
Water sources within 1 mile of the siren's lair
seem to resonante with an array of vivid colours
and produce sparkling light in a 5-foot radius.
If the siren dies, these effects fade over the
course of 1d4 days.

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