Sirena
Medium humanoid (shapechanger), neutral
Armor Class 14 (scaled hide)
Hit Points 75 (10d8 + 30)
Speed 10 ft., swim 60 ft.
STR 10 (+0) · DEX 17 (+3) · CON 16 (+3) · INT 11 (+0) · WIS 13 (+1) · CHA 16 (+3)
Saving Throws Dex +5, Cha +5
Skills Acrobatics +5, Performance +5, Perception +3
Damage Resistances bludgeoning, piercing, and slashing from opportunity attacks while Sirena is swimming
Senses darkvision 60 ft., passive Perception 13
Languages Common (Chamorro), Aquan
Challenge 1 (200 XP)
Traits
Amphibious. Sirena can breathe air and water.
Slippery Scales. Sirena has advantage on ability checks and saving throws made to escape a grapple or restraint. She can use Dexterity (Acrobatics) instead of Strength (Athletics) when contesting a grapple.
Fleet Swimmer. While in water, Sirena can take the Dash or Disengage action as a bonus action.
Hair-Net Folklore. If Sirena is restrained by a net fashioned from humanoid hair (DM’s discretion, typically a rare magic item), she has disadvantage on checks to escape it and loses her Fleet Swimmer trait until the restraint ends.
Shapechanger. As a bonus action, Sirena can shift the color pattern of her scales to match the surrounding water or reef. Until she moves or attacks, she has advantage on Stealth checks made to hide in water.
Actions
Multiattack. Sirena makes two attacks: one with her Spear and one with her Tail Slap.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Tail Slap. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from Sirena.
Song of the Springs (Recharge 5–6). Sirena sings a haunting melody audible out to 60 feet. Each humanoid or beast that can hear her must succeed on a DC 13 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, a creature is incapacitated and must use all its movement on each of its turns to move toward Sirena by the safest route available. The effect ends if Sirena or her allies attack the creature or if the creature is submerged. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reactions
Watery Evasion. When Sirena is hit by an attack while she is swimming, she can move up to half her swim speed without provoking opportunity attacks. If this movement places her in lightly or heavily obscured water, the triggering attack’s damage is reduced by 5 (1d10) as the blow glances off.
Lore
A girl cursed by her mother for loving to swim; she became a half-fish, half-human who lives in the ocean off Guam.
The girl whose mother cursed her for loving to swim—and who became a half-fish, half-human living in the ocean off Guam
The Legend of the Sirena tells of a young, beautiful, kind-hearted girl who lived near the deep waters of Hagåtña Springs. She adored swimming, and no one on all Guam could match her speed or stay underwater as long as she could. Yet her mother was constantly angry that Sirena neglected her chores and spent every waking moment in the water.
From Oceanian Bestiary 5E, p. 80 · Fern Flower Press