| Hit Dice: | 4d6 (14 hp) |
| Initiative: | +4 |
| Speed: | 30 ft. (6 squares), swim 60 ft. |
| Armor Class: | 17 (+4 Dex, +3 deflection), touch 17, flat-footed 13 |
| Base Attack/Grapple: | +2/+2 |
| Attack: | Short sword +2 melee (1d6/19–20), or touch +2 melee touch (1d4 Int) |
| Full Attack: | Short sword +2 melee (1d6/19–20), or touch +2 melee touch (1d4 Int) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Charming song, Intelligence damage, spell-like abilities |
| Special Qualities: | Damage reduction 5/cold iron, deflection, low-light vision, soothing touch, wild empathy |
| Saves: | Fort +1, Ref +8, Will +7 |
| Abilities: | Str 10, Dex 18, Con 11, Int 13, Wis 16, Cha 17 |
| Skills: | Concentration +7, Heal +10, Hide +11, Perform (dance) +18, Perform (sing) +18, Swim +15, Survival +10; racial bonuses |
| Feats: | Combat Expertise, Dodge |
| Environment: | Temperate or warm aquatic |
| Organization: | Solitary or family (3–8) |
| Challenge Rating: | 5 |
| Treasure: | Standard |
| Alignment: | Usually chaotic neutral |
| Advancement: | 5–8 HD (Medium) |
| Level Adjustment: | +4 |
Sirines are playful, gregarious creatures that love to sing, swim, dance, and laugh. They frequently draw strangers into their games and parties, but they rarely grant such visitors more than a few hours of their time.
A sirine appears to be a normal human woman in most respects, although its skin often has a noticeable yellow or green tinge. The hair can be any normal, human hair color, or it can be lustrous silver or dark green. A sirine wears only lightweight clothing while on land and often nothing at all while in the water. The typical sirine carries a short sword or dagger at all times.
Although sirines are always happy to have fun with strangers, they are extremely reclusive about their communities. They take care to seek camaraderie only when away from their homes, and then only for a short while. Any creature that follows a sirine home, or stumbles upon that location accidentally, is likely to come under attack.
After a few hours, most sirines have had enough of the companionship of other creatures, so they slip away, usually by diving underwater. For a stranger, and particularly a male, earning the trust of a sirine is nearly impossible. These creatures trust no one except other sirines, though in time of need they do accept any offered aid. Such assistance does not earn the giver any more of a sirine’s company than would otherwise have been bestowed, however, nor does the creature feel obligated to reward its benefactor in any way. Occasionally a sirine bestows a gift, usually a small gem, seashell, or other trinket, on an admirer who has been particularly charming company.
Sirines are not especially tough in a standup fight, but they excel at evading and escaping from enemies. They rarely let themselves get drawn into battle unless their homes are threatened. Instead, they use their spell-like abilities and special attacks to slip away, or use a combination of singing and Intelligence drain to incapacitate foes and then dump them far away where they can cause no harm.
Approximately one-third of all sirines are proficient with bows, javelins, or slings. About one in ten sirines has a magic weapon, usually a javelin of lightning.
Charming Song (Sp): At will, a sirine can sing a special song that functions like a charm person spell (caster level 2nd; save DC 14), except that it lasts for 11 hours and affects every creature that hears it.
Intelligence Damage (Su): Any creature hit by a sirine’s touch attack takes 1d4 points of Intelligence damage (or 2d4 points on a critical hit).
Spell-Like Abilities: 1/day—fog cloud, greater invisibility. Caster level 11th; save DC 13 + spell level.
Deflection (Su): A sirine is surrounded by an aura that grants it a deflection bonus to AC equal to its Charisma bonus.
Soothing Touch (Su): A sirine, if it desires, can use its touch to restore 1d6 points of Intelligence damage caused by any sirine.
Wild Empathy (Ex): This power works exactly like the druid’s wild empathy class feature. A sirene’s druid level for use of this ability is equal to her hit dice.
Skills: A sirine receives a +8 racial bonus on Perform checks.
Source: Monster Manual II, page 185. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II and corrected for errata. Added the last sentence to the wild empathy special quality added in the Accessory Update.