Sirine (CR 5)
AC: 17 (+4 Dex, +3 deflection), touch 17, flat-footed 13
Hit Dice: 4d6 (14 hp); DR: 5/cold iron
Fort +1, Ref +8, Will +7
Speed: 30 ft., swim 60 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple -3
Attack: Short sword +2 melee, or touch +2 melee touch
Full Attack: Short sword +2 melee, or touch +2 melee touch
Damage: Short sword 1d6/19-20, touch 1d4
Special Attacks/Actions: Charming song, Intelligence damage, spell-like abilities
Abilities: Str 10, Dex 18, Con 11, Int 13, Wis 16, Cha 17
Special Qualities: Deflection, soothing touch, wild empathy, DR 5/cold iron
Feats: Dodge; Combat Expertise
Skills: Concentration +7, Heal +10, Hide +11, Perform (dance) +18, Perform (sing) +18, Survival +10, and Swim +15
Advancement: 5-8 HD (Medium-size)
Climate/Terrain: Temperate or warm aquatic
Organization: Solitary or family (3-8)
Monster Manual II
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, improved 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.
Skills: A sirine receives a +8 racial bonus on Perform checks.
Sirines are not especially tough in a stand-up fight, bur 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.
The Sirine first appeared in the Monster Manual II (Gary Gygax, 1983).
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.