The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/14671.aspx

Sirine

D&D 3e (3.0/3.5) Rules

by André La Roche


Medium-Sized Fey (Water)
Hit Dice:
3d6 (11)
Initiative: +4 (Dex)
Speed: 30 ft., Swim 60 ft.
AC: 17 (+4 Dex, +3 natural)
Attacks: Javelin +5 ranged; or short sword +1 melee
Damage: Javelin 1d6+4, short sword 1d6
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Abilities: Song, Spell-Like Abilities
Special Qualities: Low-Light and Dark Vision, 120 ft.; Water Breathing; SR 13
Saves: Fort +0, Ref +7, Wil +4
Abilities: Str 10, Dex 18, Con 10, Int 15, Wis 12, Cha 18
Skills: Hide +10, Gather Information +10, Knowledge(Local and Nature) +8, Sense Motive +7, Wilderness Lore +9
Feats: Dodge, Far Shot
Climate/Terrain: Aquatic
Organization: Solitary, or Commune (2-5)
Challenge Rating: 2
Alignment: Often neutral
Advancement: 4-12 HD, or by Character Class.

Sirines are creatures that resemble extremely beautiful human-like females native to any aquatic environment. Their skin tones range from human colors to various greens and blues of the ocean. Their hair may be any color, dark green and silver the most common.

Sirines often engage in one extreme or another when it comes to social interaction: violently solitary, or hungry for company, preffering male humans and humanoids. Sirines usually mate with humans, though some will mate with elves or half-elves. Gestation lasts 9 months, always producing 1d4 sirines. In any event, such relationships almost never last, as the call of the sea is too great for a sirine. Sirines reach maturity at 10 years old, and live until 50, their beauty never leaving them.

Combat

Sirines prefer to remain invisible in combat, using their charm ability initially to either dissuade intruders from progressing any further, or turn those that have succumbed to her charms against those that haven't. A sirine targets those that have not fallen victim to the her charm with her drain ability.

Song (Su): The sirine's song ability, usable once per day, works just like the charm person spell as though cast by an 11th-Level Sorcerer, except that all within a 30 ft. radius are affected.

Spell-Like Abilities (Su): Sirines have the following Spell-like abilities, cast as though the Sirine were an 11th-Level Sorcerer. 1/day-- fog cloud, improved invisibility, polymorph self.

Ability Drain (Su): On a successful touch attack, a victim must make a Will Save against a DC equal to 10 +1/2 the Sirine's HD + her Charisma modifier (15 for the average sirine) or permanently lose 1d6 points of Intelligence. This ability may be used enough to reduce a victim's Intelligence to 2. A successful casting of dispel magic will restore the Intelligence of such a creature. Likewise, a sirine may restore points of Intelligence lost to her, or another sirine if she so wills it.

Sirine Characters

A sirine's favored class is cleric (mystic*). Good sirines that are clerics usually worship Habakkuk, and those who are evil are minions of Zeboim.

Fan Ratings

Oops! You don't have the site cookie set. Please wait a minute and try again or click the help icon for more information.
. Tell us what you think! 

This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.