Sirine
Medium Fey (Aquatic) — CR 5
Sirine is a D&D 3.5 monster from —. CR 5, HD 4d6 (14 hp).
- Hit Dice
- 4d6 (14 hp)
- Initiative
- +4
- Speed
- land 30 ft, 30 ft., swim 60 ft.
- Base Attack / Grapple
- +2/-3
- Attack
- Short sword +2 melee, or touch +2 melee touch
- Full Attack
- Short sword +2 melee, or touch +2 melee touch
- STR
- 10
- DEX
- 18
- CON
- 11
- INT
- 13
- WIS
- 16
- CHA
- 17
- Fort / Ref / Will
- +1 / +8 / +7
- Challenge Rating
- 5
- Alignment
- Usually chaotic neutral
- Organization
- Solitary or family (3-8)
- Treasure
- Standard
- Level Adjustment
- +4
Special Abilities
Charming SongIntelligence DamageDeflectionSoothing Touch
Feats
Description
Sirines are not especially tough in a stand-up fight, bur they excel at evading and escaping from enemies. They rarely let themselves get drawn into battle unless their homes are threatened. Instead, they use their spell-like abilities and special attacks to slip away, or use a combination of singing and Intelligence drain to incapacitate foes and then dump them far away where they can cause no harm.
Approximately one-third of all sirines are proficient with bows, javelins, or slings. About one in ten sirines has a magic weapon, usually a javelin of lightning.
The Sirine first appeared in the Monster Manual II (Gary Gygax, 1983).
Aquatic Subtype
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.