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Sirine

D&D 3e (3.0/3.5) Rules

by James O'Rance


Medium-size Monstrous Humanoid (Aquatic)
Hit Dice: 4d8+4 (22 hp)
Initiative: +4 (Dex)
Speed: 30 ft., swim 60 ft.
AC: 17 (+4 Dex, +3 deflection)
Attacks: Short sword +5 melee; or touch +5 melee; or javelin +9 melee
Damage: Short sword 1d6+1, touch 1d3+1 (subdual) plus poison, javelin 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison, song
Special Qualities: Darkvision 120 ft., immunity to gas attacks, +2 bonus to save against poison, spell-like abilities, SR 15
Saves: Fort +2, Refl +8, Will +6
Abilities: Str 12, Dex 18, Con 12, Int 16, Wis 14, Cha 16
Skills: Knowledge (local) +9, Listen +10, Move Silently +9, Perform (song) +12, Spot +10, Wilderness Lore +8
Feats: Alertness, Combat Reflexes, Point-Blank Shot, Skill Focus (Perform)
Climate/Terrain: Temperate and warm aquatic
Organisation: Solitary, pair, or family (2-5)
Challenge Rating: 4
Treasure: Double standard
Alignment: Often neutral
Advancement: 5-8 HD (Medium-size)

Sirines are magical female creatures of the sea, appearing like a beautiful human woman with skin tones of light yellow-green or blue, and silver or dark green hair. They dwell in solitude beneath Krynn's oceans and seas, and can breathe both water and air.

Possibly a magical race created by the Greygem, sirines seem to be distantly related to humans; most sirines were fathered by a human. They dwell in any isolated body of water, staying far from civilisation, and sometimes make their lairs in the sunken ruins of cities from the Age of Might or the Age of Dreams.

Sirines speak Common and Dargoi.

Combat

Sirines defend their solitude or their lairs with some skill, using their innate magical powers and weapons. Sirines sometimes own magic weapons, favouring javelins of lightning.

Poison (Ex): Touch, Fortitude save (DC 10); initial and secondary damage 1d8 temporary Intelligence.

Sirines possess the extraordinary ability to remove the ability damage caused by sirine poison with a touch; this is a standard action.

Song (Su): A sirine can use her magical song once per day as a standard action, affecting all humanoid and monstrous humanoid creatures within 30 feet with a powerful charm effect (see page 73 of the Dungeon Master's Guide). Even hostile creatures will become friendly towards the sirine (Will save negates, DC 17). This is a sonic, mind-influencing effect.

Spell-Like Abilities 1/day — fog cloud, improved invisibility (self only), and polymorph self. These are as the spells cast by an 11th-level sorcerer (save DC 13 + spell level).

Sirine Society

Young sirines usually dwell with their sisters, living to sing and think about the sea. All sirines within a group will have a similar alignment (all good all neutral, or all evil). Sirines make beatiful garments from seashells and aquatic plants, and scavenge for treasure among shipwrecks. They can be very knowledgeable about the area around their lair, including its history and secrets.

A sirine becomes rather reclusive and comtemplative as she ages, and attempt to drive away any who intrude upon her solitude. Only rarely will she have a desire for companionship, and she will never form a lasting relationship with anything other than the sea. A sirine will occasionally mate with male humans, elves, tritons, or merfolk, raising one to four infants until they reach the age of five. Sirines are adults at ten years, and live to be about 50.

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