Sirens are fish people with arms and a higher intelligence, allowing them to disguise themselves by using seaweed clusters as wigs to hide their faces and gills. They use their alluring song to draw in their prey so they may drag them underwater to rake them with their claws as they drown.
Medium Aquatic Humanoid Monstrosity
Hit Points
22
Speed
30 ft
AC
12
Fortitude
12
Reflex
13
Will
11
Str
15 (+2)
Dex
12 (+1)
Con
14 (+2)
Int
13 (+1)
Wis
16 (+3)
Cha
11 (+0)
Water-breathing. The creature can breathe in water and is unaffected by DrowningDrowningYou’re fully submerged in water, unable to breathe, and fighting in order to stay afloat and keep swimming or break out of being encased in water. The Drowning creature must make an Endurance check to not breathe in liquid and must attempt to move or swim out until they can break for air, using all Actions in order to do so. In addition, the Drowning characters are Deafened, Silenced, Suffocating and most likely also Wet..
Darkvision. The creature can see in the darkness up to 120 ft.
Actions
Claws (Dex). +5 to hit AC. 1d8+2 Piercing damage.
Siren Song (Wis/Verbal). 60 ft Aura. +6 to hit Will. Creatures who are hit by the Aura are CharmedCharmedThe target is friendly to the one who Charmed them, taking inaction against them in combat and becoming hostile to anyone who is hostile toward them. for a number of turns equal to the creature’s Wisdom modifier. A Charmed creature moves toward the siren. If they come within melee range of the Siren and are still Charmed they willingly fail any attempts to be GrappledGrappled ConditionThe target is being held by someone or something. They cannot take any movement actions while Grappled and yields Advantage when attempting to be attacked, Tripped, or Disarmed. Opponents who are Grappled and Prone yield a Disadvantage to break the Grapple. by their CharmedCharmedThe target is friendly to the one who Charmed them, taking inaction against them in combat and becoming hostile to anyone who is hostile toward them. source.