Medium monstrosity, chaotic neutral

Armor Class 14
Hit Points 82 (15d8 + 15)
Speed 30 ft., 60 ft. fly

10 (+0) 19 (+4) 12 (+1) 14 (+2) 17 (+3) 18 (+4)

Saving Throws Dex +6
Skills Acrobatics +7, History +5, Insight +6, Perception +6, Performance +10, Stealth +7
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 16
Languages Auran, Common
Challenge 3 (700 XP)


  • Multiattack. The siren makes two attacks with its talons.
  • Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) slashing damage.
  • Alluring Voice. When the siren sings, it can cause all creatures within 200 feet of it to make a DC 15 Charisma saving throw. Those that fail are charmed and are compelled to do anything the siren asks. As a bonus action, the siren can either instruct the creatures that it has charmed to take an action, or to stay incapacitated. The siren cannot tell victims to attack their allies. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the siren moves further than 250 feet from its charmed victim. If a creature’s saving throw is successful, or the effect ends for it, the creature is immune to this siren’s Song of Charming for the next 24 hours.
  • Screech (Recharge 5-6). The siren lets loose a shrill shout in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 17 (5d6) thunder damage on a failed save, or half as much on a successful one.


These bizarre beings have the bodies of hawks, owls, or eagles, but the heads of beautiful human women. Their faces typically reflect the human ethnicity dominant in the area in which they lair, and they almost always bear a vibrant and youthful countenance. A typical siren has a wingspan of 8 feet and weighs 120 pounds.

Heartbreaker. 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. Stories abound of sirens dying-either through heartache or suicide-when sailors they attempted to lure overcame their compelling powers and escaped their grasps. Sirens always live near the sea, where their powerful voices can carry over the waves and attract the attention of unwary sailors who trespass near their isles.

Section 15: Copyright Notice

Sea Monsters (5E) © 2021, Legendary Games; Authors Michael Ritter, Michael “solomani” Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.

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