Encounters by Locale: Anauroch - In or Near the River of Gems (Day)

Sirine (CR 5)

Medium Fey (Aquatic)
Alignment: Usually chaotic neutral
Initiative: +4 (Dex); Senses: low-light vision

AC: 17 (+4 Dex, +3 deflection), touch 17, flat-footed 13
Hit Dice: 4d6 (14 hp); DR: DR 5/cold iron
Fort +1, Ref +8, Will +7
Speed: 30 ft., swim 60 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple -3
Attack: Short sword +2 melee, or touch +2 melee touch
Full Attack: Short sword +2 melee, or touch +2 melee touch
Damage: Short sword 1d6/19-20, touch 1d4
Special Attacks: Charming song, Intelligence damage, spell-like abilities
Abilities: Str 10, Dex 18, Con 11, Int 13, Wis 16, Cha 17
Special Qualities: Deflection, soothing touch, wild empathy, DR 5/cold iron
Feats: Dodge; Combat Expertise
Skills: Concentration +7, Heal +10, Hide +11, Perform (dance) +18, Perform (sing) +18, Survival +10, and Swim +15
Advancement: 5-8 HD (Medium-size)
Climate/Terrain: Temperate or warm aquatic
Organization: Solitary or family (3-8)
Treasure: Standard

Source: Monster Manual II


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.

Charming Song (Sp): At will, a sirine can sing a special song that functions like a charm person spell (caster level 2nd; save DC 14), except that it lasts for 11 hours and affects every creature that hears it.

Intelligence Damage (Su): Any creature hit by a sirine's touch attack takes 1d4 points of Intelligence damage (or 2d4 points on a critical hit).

Spell-Like Abilities: 1/day - fog cloud, improved invisibility. Caster level 11th; save DC 13 + spell level.

Deflection (Su): A sirine is surrounded by an aura that grants it a deflection bonus to AC equal to its Charisma bonus.

Soothing Touch (Su): A sirine, if it desires, can use its touch to restore 1d6 points of Intelligence damage caused by any sirine.

Skills: A sirine receives a +8 racial bonus on Perform checks.

The Sirine first appeared in the Monster Manual II (Gary Gygax, 1983).

Faerûnian Random Encounters by Region and Locale