(alignment-varies) Man-sized Fey (aquatic, humanoid)
FREQUENCY: Rare
NO. APPEARING: 1 (or 2-8, see description)
SURPRISE: 33% (-3 segments)
SENSES infravision, ultravision
ARMOR CLASS: 3
MOVE: 12" — swim 24"
HIT DICE: 4-7 (6 HD, hp 27)
% IN LAIR: 30%
TREASURE TYPE: L, M, N, Q, In Lair X
THAC0: 13
MELEE: by weapon or touch attack (idiocy)
MISSILE: by weapon
SPECIAL ATTACKS: song, spell-like abilities, touch of idiocy - Hits As: +1
SPECIAL DEFENSES: agile (Dex 18), good saves, resist poison (+2), immune to gas effects
MAGIC RESISTANCE: 105%
INTELLIGENCE: High to Genius (13-18)
MORALE: +35%
SAVES: Poison 11, Petrify 9, Wand 7, Breath 11, Spell 8
LANGUAGES: Common, Sirine
LEVEL: V (XP 350 + 10 per hp)
4 HD—AC 3, HD 4, hp 18, THAC0 15, Hits as normal, Saves as above
5 HD—AC 3, HD 5, hp 23, THAC0 15, Hits as +1, Saves as above
7 HD—AC 3, HD 7, hp 31, THAC0 13, Hits as +2, Saves as above
Sirines, beautiful human-like females, are equally at home above or beneath salt or fresh waters . Normally, but a single sirine will be encountered. All encounters will be in lonely, uninhabited places.
They usually will carry small (short) swords and daggers, although 30% will have 3 javelins (40%) or a sling (60%) as well. There is a base 10% chance that any weapon will be magic +1 or javelin of lightning; each should be checked for this possibility.
Sirines have the following magical powers; Each is usable once per day, 1 at a time, at will.
— song, which will charm person at 3" range all subject creatures of hostile nature within hearing;
— suggestion;
— polymorph self;
— fog cloud; and
— improved invisibility.
Additionally, any intelligent creature touched in melee by a sirine must save vs. Poison or become an idiot (Intelligence=2).
The idiocy so caused can be removed at will but requires a touch from the sirine. Otherwise, dispel magic may be used to bring back Intelligence.
The armor class of a sirine is 3 because of the high dexterity of the race (18) and their magical nature.
All of their saving throws are made as if they were 11th-level magic-users with a +2 bonus vs. poison.
Sirines are immune to all forms of gas.
If more than 1 sirine is encountered (30% chance) it will always be in the sirines' home area. A single sirine will always be of 6 or 7 hit dice. If 2-8 are encountered, at least 1 will be of 6 or 7 hit dice, with equal chances for 4, 5, 6, or 7 hit dice otherwise.
Alignment of a group of sirines will always be the same with respect to Good, Evil, and absolute Neutral alignment. In a group of Evil sirines, for example, there can be Lawful, Neutral, and Chaotic members.
Sirines breathe air or water with equal facility.
They have infra- and ultravisual capacity.
They speak their own language and Common.