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.