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Chapter 6 by meriones meriones

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Siren

Siren

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Medium-size monstrous humanoid
(CR 4)

Init +3
Senses
speed 20 ft
fly 80 ft

Defense

AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
HP 33

FORT +3 REF +8 WILL +6

Offense

BAB +6
Grapple +6

Atk +9 ranged touch (1d8, clap);
Full Atk +9 ranged touch (1d8, clap);
FS 5 ft. by 5 ft.; Reach 5 ft.;
spell-like abilities,

Stats

Str 10
Dex 16
Con 12
Int 11
Wis 13
Cha 17

Base Atk +0

Skills

Skills: Bluff +12, Diplomacy +7, Perform (sing) +16.

Skills: Sirens receive a +4 racial bonus on Bluff and Perform (sing) checks.

Languages (all -see tongues)

Feats

Alertness, Dodge, Mobility.

Special Abilities

Captivating Song (Su): The most insidious ability of the siren is its song. When a siren sings, all creatures (other than
sirens) within a 300-foot spread must succeed on a Will save (DC 16) or become captivated. This is a sonic mind-affecting
charm effect. A creature that successfully saves cannot be affected by the same siren’s song for 24 hours. The save DC is Charisma-based.

A captivated victim walks or otherwise moves toward the siren, taking the most direct route available. (A captivated sailor attempts to steer the ship toward the siren, if possible, and jumps overboard to swim toward the siren if steering the ship proves impossible.) If the path leads into a dangerous area (through flame, off a cliff, into a sharp reef, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves or move toward the siren. A victim within 5 feet of the siren stands stationary and offers no resistance to the monster’s attacks. The effect continues for as long as the siren sings and for 1 round thereafter.

Clap (Su): By clapping its hands together, a siren can create a burst of sound in a single 5-foot square within 20 feet. The siren makes a ranged touch attack to affect creatures in this area, and deals 1d8 points of damage if successful. Three times per day, a siren can imbue this clap with extra sonic energy; a creature who takes damage from this clap must make a successful Fortitude save (DC 16) or be stunned for 1 round. The save DC is
Charisma-based.

Spell-Like Abilities: At will—tongues;
3/day—sleep (DC 14);
1/day—bestow curse (DC 17), shout (DC 17).
The save DCs are Charisma-based.

Suggestion (Su): A siren can make a suggestion to a creature already captivated by its song, compelling the creature to follow a specified course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to
make the activity sound reasonable. Asking a creature to shoot itself, throw itself onto a burning pyre, or do some other obviously self-harming act automatically negates the effect.

The suggested course of activity can continue for up to 3 hours. If the activity can be completed in a shorter time, the
effect ends when the creature finishes what it was asked to do. The siren can specify conditions that will trigger a special activity during the 3-hour duration of the effect. For example, a siren might suggest that a pirate captain give his treasure chest to the first beggar he meets. If the condition is not met before the suggestion’s duration expires, the activity is not performed.

Using this ability does not interrupt the siren’s song. A successful Will saving throw (DC 16) negates the effect. This ability
affects only a single creature. Suggestion is an enchantment, mind-affecting, language-dependent ability. The save DC is
Charisma-based.

Description

Advancement:

By character class.

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