SIRINE
(alignment-varies) Man-sized Fey (aquatic, humanoid)
FREQUENCY: Rare
NO. APPEARING: 1 (or more, see description)
SURPRISE: 33% (-3 segments)
SENSES infravision; ultravision
ARMOR CLASS: 3
SPEED: 120 ft.; swim 240-ft
HIT DICE: 7 (hp 32)
% IN LAIR: 30%
TREASURE TYPE: L, M, N, Q; In Lair: X
ATTACK AC 0: 13
MELEE: short sword (1d6) and dagger (1d4; AAC0 14)
MISSILE: sling stone (1d4; AAC0 10)
SPECIAL ATTACKS: song, spell-like abilities, touch of idiocy; Hits As: +2
SPECIAL DEFENSES: good saves, high Dexterity (18), +2 vs poison effects; immune to gas effects
MAGIC RESISTANCE: 105%
INTELLIGENCE: High to Genius (13-18)
MORALE: +35%
SAVES: Poison 10; Petrify 9; Wand 7; Breath 11; Spell 8
LANGUAGES: Common, Sirine
LEVEL: VI
Spell-like Abilities. (CL 7)
1/day—fog cloud, improved invisibility, polymorph self
Good Saves. A sirine gains the better of standard saves based on hit dice or those of an 11th level magic-user.
High Dexterity. All sirines have the equivalent of a Dexterity score of 18. This is factored into their AC.
Song. [charm] A sirine can sing, causing all humanoids within 30-ft to make a Wisdom save vs. Spell or become charmed (as per the spell, charm person) and subject to a suggestion (save negates). If the suggestion feature is used, the victim will be freed of the effect once the suggestion is complete (otherwise, the duration is as per the charm person spell).
Touch of Idiocy. [confusion] A sirine that makes a successful contact attack against any creature with an Intelligence Rating of Low or higher will cause the target to make a Wisdom save vs. Poison or lower their Intelligence score to a 2 (save negates). This effect will cause the target to become forgetful (unable to remember things), lose the capability to communicate with others (although it will be able to understand others speaking a language it understands), lose all spell casting capability (including similar magical abilities), lose the ability to perform math or count, lose the ability to use any (class-based, race, or the like) skills, and/or perform combat maneuvers (per the GM). The sirine can remove the effect with another touch or the effect can be removed with a successful dispel magic effect (CL 7). The effect is otherwise permanent.
Sirines are playful, fun-loving, aquatic fey creatures who love to sing and dance. They look like normal human females although their skin may be tinged yellow or green. Their hair varies from normal human colors to silver or dark green.
Sirines can breathe both air and water and are found in fresh or salt water. Sirines tend to inhabit unpopulated shores.
Gear. Sirines arm themselves with short swords and daggers. Some (d%; 01-30) will also have missile weapons, either a brace of javelins (3; 01-40) or a sling with stones (41-00). A few (d%; 01-10) of sirines wield magical weapons (typically +1, although if using javelins, this may be a javelin of lightning).
Encounters. Rarely (d%; 01-30), more than one sirine will be encountered. In this case, it will be one of 7 HD along with 2d4 others (each with 1d4+3 hit dice). All sirines encountered will be of the same primary alignment (Good, Evil, Neutral) although individuals may vary in alignment from there (Lawful, Chaotic, Neutral).