1. Races

Sirine

Medium Fey, Chaotic Neutral
AC 14
Initiative +4 (14)
HP 63 (14d8)
Speed 30 ft., Swim 30 ft.
mod
save
mod
save
mod
save
Str
12
+1
+1
Dex
18
+4
+4
Con
11
+0
+0
Int
12
+1
+1
Wis
10
+0
+0
Cha
16
+3
+3
Skills Performance +5Persuasion +5Stealth +6
Gear DaggerShortbow
Senses Darkvision 60ft., Passive Perception 10
Languages Common, Elvish, Sylvan
CR 3 (XP 700; PB +2) 

Traits

Amphibious. The sirene can breathe air and water.

Magic Resistance. The sirene has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The sirene makes two Dagger attacks or two Shortbow attacks.

Dagger. Melee Weapon Attack: +6 to hit, range 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 3 (1d6) cold damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Sirene's Song (2/Day). The sirene casts Suggestion with a range of 1 mile that affects all creatures of the sirene's choosing in range. Each target has disadvantage on the saving throw.

Spellcasting. The sirene casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):