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Sirenhead

Large aberration , Unaligned

Armor Class 15
Hit Points 45(5d10+20)
Speed 30ft

STR
15 +2
DEX
7 -2
CON
12 +1
INT
16 +3
WIS
14 +2
CHA
18 +4

Saving Throws Intelligence,Charisma
Damage Vulnerabilities Lightning
Damage Resistances Acid,Poison,Necrotic
Damage Immunities Thunder
Condition Immunities Blinded,Charmed,Frightened,Poisoned,Deafened
Senses blindsight 20ft., darkvision 50ft., passive Perception 15
Languages Common. Reproduces siren noises. Reproduces ice-cream cars sound. Reproduces any artificial sound.
Challenge 4 (2000 XP)


Description

No one knows the origin of the Sirenhead. No one knows what the Sirenhead does aside using its sirens to make almost to any kind of noise as it adequates and being responsable for many people disappearements. The sirenhead can reproduce human voices, most of the times they come distorted but it can also reproduces perfectly. The Sirenhead is 40ft tall, with arms going all the way down, skinny, his body seems made out of rusty metal, however it is dry mummified flesh. The only part who is made out of metal is its head composed of a siren pole with two sirens each facing one side, pole can rotate in 360 degrees. In the interior of each siren there is a mouth with horrendous teeth and a large toungue. Some say they eat hominids after chasing, others say he consumes their fear and their bodies are sent to another plane of existence. The Sirenhead is a creature that still a great mystery.

Suggested Environments

Deep Forests, cammouflaged as a tree. Camping sites being closer to its victims. Abandoned places. Deserted highways.


SPELLCASTING

Spell Save DC: 14 Spellcasting Modifier: +4 Spell Slots: 3Lv1, 2Lv2, 1Lv3  

Shatter

Level: 1 Casting time: 1 Action Range: 60 feet Components: V Duration: Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered on that point must make a Constitution saving throw. A creature takes 2d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, Crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.   At Higher Levels: When you cast this spell using a spell slot of or higher, the damage increases by 1d8 for each slot level above 2nd.  

Dissonant Whispers

Level: 1 Casting time: 1 Action Range: 70 feet Components: V Duration: Instantaneous You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction , if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. At higher level   When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st

2/day:

Misty Step

2nd level Conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.


Relentless (Recharges after the sirenhead Finishes a Shor or Long rest). If the sirenhead takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.   Echolocation. While it can't hear, the sirenhead has no blindsight.   Keen Hearing. The sirenhead has advantage on Wisdom (Perception) checks that rely on hearing.   Immutable Form. The sirenhead is immune to any spell or effect that would alter its form.   Surprise Attack. If the sirenhead surprises a creature and it hits with an attack during its first turn of combat the target takes an extra 7 (d6) damage from the attack.   Unnerving Cammouflage. If the sirenhead is standing sill (the sound it makes does not interfere) in one of its enviroments the sirenhead is camouflaged. Being able to be spotted by a passive perception DC 14 or a perception check DC 12.


Actions

Multiattack. The sirenhead makes two attacks: two with its tentacles.     Claws. Melee Weapon Attack +4 to hit. reach 10ft., one target. Hit: 11 (3d6+2) piercing damage   Tentacles. Melee Weapon Attack +2 to hit. reach 20ft., one target. Hit: 9 (2d10) thunder damage, and the target must succeed on a DC 10 Constitution or Wisdom saving throw or be electrocuted for one minute. Until the eletricity current stops flowing, the target is paralyzed. The target can repeat the saving throw at the end of its turns, ending the current on itself on a success. The DC gets lowered in 1 for each turn of the affected creature.


 

Legendary Actions

The sirenhead can cast Misty Step as a reaction to gain advantage against a attack roll. If the attack hits, after damage calculation if it survives the sirenhead will be teleported to the choosen place.


Created by

Pertom.

Statblock Type

NPC

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