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Siren: D&D 5e monster - Thoughts?

1493268485

Edited 1493270329
Lokke
Plus
This is my homebrew creation. I combined a succubus with the harpy's luring song, and added some cthulhu-ish/drain abilities too.  Any feedback, thoughts and comments are welcome.  I am aiming for this to be a CR 4 or 5.  I hope this is the right forum to put it in.  Thanks! +++++++++++++++++++++++++++++++++++++ Siren Medium fiend, neutral evil Armor Class 15 (natural armor) Hit Points 66 Speed 30ft, swim 60ft STR 8 arms/16 tentacles (-1/+ 3) DEX 17 (+3) CON 13 (+1) INT 15 (+2) WIS 12 (+1) CHA 20 (+5) Saving Throws Dex +8 (in water only), Cha +9 Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 Damage Resistances cold, fire, lightning, poison; bludgeoning,piercing, and slashing from nonmagical weapons Senses darkvision 60ft., passive Perception 15 Languages Abbysal, Common, Infernal, telepathy 60ft. Challenge 4 (1,100 XP) -------------------------------------------------------------------- Illusory Appearance. The siren covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature's ideal mate. The illusion ends if the siren takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the siren could appear to have smooth skin, but someone touching her would feel her real flesh and the illusion would break. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the siren is disguised. Luring Song. The siren sings a magical melody. Every humanoid within 300 feet of the siren that can hear the song must succeed on a DC 17 Charisma 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, if the charmed target is more than 5 feet away from the siren, the target will move on its turn toward the siren by the most direct route. It doesn't avoid opportunity attacks, but avoids moving into damaging terrain, such as lava or a pit. Whenever it takes damage from a source, the target can repeat the saving throw. If a creature's 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. Grasping Tentacles. The siren can use up to 4 tentacles at a time. These tentacles either replace her hands or hair. Each tentacle can be attacked (AC 15; 10 hit points; immune to poison and psychic damage) and have a reach of 15ft. Water Spirit. The siren is under the effect of freedom of movement whenever she is in contact with a body of water. Watery Camouflage. In dim light or darkness, a siren that is underwater is invisible. Attacks Multiattack. The siren makes attacks with each of its tentacles. Tentacle. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 bludgeoning damage or none if the siren chooses. If the target is a creature, it becomes grappled (escape DC 15). Until this grapple ends, the target is restrained, and the siren can't use this tentacle on another target. Draining Kiss. The siren can life drain a grappled creature. The target must make a DC 15 Constitution saving throw, taking 10 necrotic (or psychic?) damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken and the siren gains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Charm. The siren can target one humanoid she can see within 30 feet of her. If the target can see or hear the siren, it must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the siren. The charmed target regards the siren as its one true love, to be heeded and protected. Although the target isn’t under the siren's control, it takes the siren's requests or actions in the most favorable way it can. Each time the siren or the target's companions cause the target to take damage, directly or indirectly, it repeats the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the siren is killed, is on a different plane of existence than the target, or takes an action to end the effect.
1493282186
Gen Kitty
Forum Champion
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