The Shattered Siren of Wailing Waters
The creature manifests as a beautiful yet haunting figure, seemingly made of glass and seafoam, with shards that refract light in mesmerizing patterns. Its wailing song echoes through the air, drawing in unsuspecting adventurers with an alluring melody. However, those who approach quickly discover the siren’s true nature; it wields powerful magic that can manipulate water and mental states, leading to both devastation and despair. It is known to haunt coastal areas, lurking in treacherous waters, waiting for those it can beguile into its depths.
Medium Fey, Chaotic Neutral
Armor Class 15 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 0 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 18 (+4) | 14 (+2) | 16 (+3) | 20 (+5) |
Saving Throws Dex +8, Wis +7, Cha +9
Skills Deception +9, Insight +7, Perception +7
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 17
Languages Aquan, Common, Sylvan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Amphibious. The creature can breathe both air and water.
Legendary Resistance (3/Day). If the creature fails a saving throw, it can choose to succeed instead.
Wailing Lure. As an action, the creature can sing a haunting melody that affects all creatures within 60 feet who can hear it. Each creature must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, a creature is drawn closer to the essence and must use its action to move in the direction of the creature until they reach it. A charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Shattered Form. As a reaction when taking damage, the creature can choose to shatter its glassy form, moving up to 30 feet without provoking opportunity attacks. Any creature within 10 feet of the creature when it shatters must succeed on a DC 15 Dexterity saving throw or take 2d8 slashing damage and be pushed 10 feet away.
Water Manipulation. The creature can manipulate nearby water, causing it to create difficult terrain in a 20-foot radius. As an action, it can choose to create a wave that can push creatures in that area 15 feet into the air on a success, or cause a knockdown force on a failure, dealing 3d6 bludgeoning damage and knocking them prone. Creatures can make a DC 15 Strength saving throw to resist this effect.
Actions
Multiattack. The creature makes two attacks: one with its Wailing Touch and one with its Shattering Song.
Wailing Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 4) psychic damage, and the target must succeed on a DC 17 Wisdom saving throw or be stunned until the end of its next turn.
Shattering Song (Recharge 5-6). The creature sings a powerful note that distorts reality. Each creature within 30 feet must make a DC 17 Constitution saving throw, taking 39 (9d8) thunder damage on a failed save, or half as much damage on a successful one. Additionally, 1d4 shards of glass sprout around the affected area for 1 minute; these count as difficult terrain and deal 2d6 slashing damage to any creature that moves through them.
Legendary Actions
The creature 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. The creature regains spent legendary actions at the start of its turn.
Charmed Echo. The creature targets one charmed creature within range and can communicate with it telepathically, attempting to charm it again (save DC 17).
Wavy Illusion. The creature creates a minor illusion (as per the spell) within 60 feet, which typically creates a distraction or alternative sight, forcing creatures within 10 feet to make a DC 15 Intelligence saving throw or become dazed until the end of their next turn.
Resonate Shatter. The creature can choose to deal half of its maximum hit points in thunder damage to surroundings or a single target. If targeting a creature, they must succeed on a DC 17 Constitution saving throw or be deafened for 1 minute.