Siren’s Veil of the Hollowed Deep

Deep beneath the waves lies a creature forged from the very essence of despair. Its guise resembles that of a beautiful humanoid figure adorned in flowing, ethereal garments that seem to ripple like water. With long tresses that glow faintly in shades of blue and green, it is as enchanting as it is deceptive. The creature lures sailors and adventurers alike with haunting melodies, drawing them towards the depths of the ocean where their fate is sealed. Once close enough, the creature's true form is revealed—a horrific visage of twisted features and hollow eyes, capable of inducing paralyzing fear. Its unique ability to weave illusions of past traumas and regrets makes it a formidable foe in both combat and the hearts of those who dare approach.


Stat Block

Medium Fey, Chaotic Neutral

Armor Class 15 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 18 (+4) 15 (+2) 16 (+3) 20 (+5)

Saving Throws Dex +8, Wis +7, Cha +9
Skills Deception +9, Insight +7, Performance +9, Stealth +8
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Sylvan, Aquan
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Amphibious. The creature can breathe both air and water.

Charm Song. As an action, the creature can sing a haunting melody. Each creature within 60 feet that can hear it must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, the creature perceives the siren as a trusted friend to be heeded. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Illusions of the Past. As a bonus action, the creature can create a visual and auditory illusion of a creature's most traumatic memory within 60 feet. The target must succeed on a DC 17 Wisdom saving throw or be paralyzed with fear until the end of its next turn. A creature can only be subjected to this ability once per long rest.

Actions

Multiattack. The creature makes two attacks with its Tendril Whip or one attack and uses Charm Song.

Tendril Whip. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 4) psychic damage. The target must succeed on a DC 16 Strength saving throw or be pulled 10 feet closer to the creature.

Water's Grasp (Recharge 5-6). The creature summons a torrent of water in a 30-foot cube within 60 feet. Each creature in that area must make a DC 16 Strength saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the end of the creature's next turn.

Reactions

Veil of Illusion. When targeted by an attack, the creature can use its reaction to impose disadvantage on the attack roll, causing the attacker to misjudge the creature’s position. If the attack misses, the attacker must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn.

The depths are dark and full of unseen horrors, but none quite as treacherous as what lies in the siren's depths.