Large aberration , Unaligned
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.
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
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.
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.
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.