Sirin

Sirin

 

Sirin

Challenge Rating: 2

Size: Medium

Type: Navirite Fey

Initiative: 3

 

Defense

Hit Points:  12 (3d6)

Armor Class: 15, touch 14, flat-footed 11 (+3 Dex, +1 dodge, +1 natural)

Saves: Fort 1 Ref 6 Will 4

Weaknesses: Salt, runed circle, silver

 

Offense

Speed: 30’ Fly 50’ (Out of body in incorporeal form)

Base Attack: +3

Melee: +3 Sword (1d6)

Ranged: +6

Special Attacks: (4 times per day) Ear Piercing Scream

 

Statistics

Abilities: STR 10, DEX 17, CON 10, INT 13, WIS 12, CHA  14

Skills: Acrobatics +3, Athletics +0,  Awareness +2, Endurance +0, Knowledge +1, Persuasion +3, Spellcraft +2, Survival +1, Thievery +3

Talents: Weapon Dexterity

Special Qualities: DR 5/cold iron or silver; Possess; incorporeal Form; Immune poison; Resist acid 10, cold 10; immortal;  fast healing 2

 

Ecology

Environment: Any

Organization: Single

 

Treasure: Standard

 

Sirin Elder

Challenge Rating: 3

Size: Medium

Type: Navirite Fey

Initiative: 4

 

Defense

Hit Points:  24 (5d6)

Armor Class: 17, touch 14, flat-footed 11 (+3 Dex, +3 dodge, +1 natural)

Saves: Fort +1 Ref +7 Will +4

Weaknesses: Salt, runed circle, silver

 

Offense

Speed: 30’ Fly 50’ (Out of body in incorporeal form)

Base Attack: +3

Melee: +4 Sword (1d6)

Ranged: +6

Special Attacks: (4 times per day) Ear Piercing Scream

 

Statistics

Abilities: STR 10, DEX 17, CON 10, INT 13, WIS 12, CHA  14

Skills: Acrobatics +3, Athletics +0,  Awareness +2, Endurance +0, Knowledge +1, Persuasion +3, Spellcraft +2, Survival +1, Thievery +3

Talents: Weapon Dexterity

Special Qualities: DR 5/cold iron or silver; Possess; incorporeal Form; Immune poison; Resist acid 10, cold 10; immortal;  fast healing 4; Spell-Like abilities Constant – detect magic, 3/day suggestion (DC 16 Will)

 

Ecology

Environment: Any

Organization: Single

 

Treasure: Standard

 

Ear Piercing Scream

 

Range 40’

Duration instantaneous; see text

Saving Throw Fortitude partial (see text)

The sirin unleashes a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 2d6 points of sonic damage. A successful DC 14 Fort save negates the daze effect and halves the damage.

 

Possess

A sirin can possess the body of a living or dead humanoid. They must be in incorporeal form to attempt to possess the creature. Once per day, a living creature can try a will save to expel the Sirin. A NPC must succeed at a DC 12 Will save to resist being possessed.

 

Incorporeal Form

A sirin can leave the host body it possesses at any time. The only way to trap a sirin in a body is with a circle of salt, or with a runed circle. This form looks like a green mist.

 

Immortal

A sirin is immortal and can not be slain, unless it is trapped within a body using salt or a runed circle. Then a silver dagger must be thrust into its host’s heart.

 

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