Medium humanoid, chaotic evil
Armor Class 15 (natural armor)
Hit Points 82 (15d8 + 15)
Speed 30 ft., swim 40 ft.
Skills Deception +4, Stealth +2
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish
Challenge 4 (1,100 XP)
Divine Voice. The siren has advantage on Charisma (Deception and Persuasion) checks against humanoids.
Willing Victim. The siren gains advantage on Bite attacks against creatures it has charmed.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 13 (3d8) piercing damage. If the creature is under the effects of the siren's Seductive Song, the siren regains hit points equal to half the damage dealt.
Seductive Song. The siren sings a magical melody. Every humanoid and giant within 300 feet of the siren that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The siren must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the siren is incapacitated.
While charmed by the siren, a target is incapacitated and ignores the songs of other sirens. If the charmed target is more than 5 feet away from the siren, the target must move on its turn toward the siren by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the siren, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this siren's song for the next 24 hours.
Sirens lure sailors into the waters with their sweet songs, pulling men and women alike down to the depths. They devour, consume, and feed off any creature that can't resist their song. They are brutal and show no mercy, hunting in packs often to maximize the effect of their charming songs.