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A sirine is a humanlike aquatic creature.

Sirine is pronounced "sy-REEN".[1]

Description[]

Appearance[]

Sirines resemble attractive human women.[2] They are often scantily clad, and may wear nothing when under the water.[3] Their skin tone ranging from typical human tones to a pale yellow-green. Their hair colors can vary greatly, but commonly include silver and dark green.[4][5]

Personality and alignment[]

Sirines tend to be antisocial, and avoid contact with humans, sometimes going to great lengths to drive out intruders. They are highly protective of their homes. However, on occasion a sirine is eager for companionship, and will lure humanoid visitors for a few hours, usually when away from their homes. Occasionally they will reward their companion with a gemstone or trinket before diving into the water and escaping.[4][3]

They rarely trust anyone except for other sirines. Although they will accept assistance, they lack a sense of reciprocity. They avoid fighting where possible, preferring evasion or the use of magical effects.[3]

Sirines are usually chaotic neutral in alignment.[3] However, sirines of all alignments are known.

Abilities and traits[]

They possess various magical abilities. Their song has the ability to charm people. They can polymorph themselves, turn invisible, and create a fog cloud once per day. Their touch has the ability to drain the intelligence from a target, and to restore it again.[2]

They have the ability to breathe air and water. They are immune to harmful gas.[2]

They are highly dextrous.[2] They also have excellent ability to see in the dark.[4]

Ecology[]

Environment and lair[]

Sirines often inhabit aquatic areas, particularly in and around lakes.[6][7] Many live near isolated rocky outcroppings or islands.[4]

In Faerûn, sirines are reputed for their danger they pose to shipping. They mainly live near Thesk, Altumbel,[8] and Aglarond.[9]

Around 24 as security at Reverie, entertainment hub in the City of Glass. They are particularly trained in martial arts.[10]

Life cycle[]

Sirines mate with male humanoids, usually humans, but also elves, aquatic elves, tritons, or merfolks. They do not form long-term relationships with their mate. After nine months, the give birth to between one and four children. The offspring tend to inherit some physical traits from the father.[4]

They parents raise the children until the age of five, when they are left to fend for themselves. They reach adulthood at age ten. They typically live to an age of around 50 years old without visibily aging.[4]

Diet[]

Sirines are omnivores. They hunt only enough to eat, and are careful to avoid harming the natural ecosystem.[4]

Society and culture[]

Relationships and family[]

They form groups of similar alignment with regard to good, evil, or neutrality.[2] Sirines are known to form clans of around 30.[5]

Organization[]

They are generally found in remote places, and encountered individually outside of their home.[2]

Enemies[]

They have few natural enemies.[4]

Allies and minions[]

In Krynn, they live among the sea elves of Dimernesti.[11] In Faerûn, small families of sirines ally with the storm giants of the Mountains of Volar, and are known to save surface-dwellers from drowning.[8] In Greyhawk, the archmage Tenser has many friends among the sirines.[12][13]

The asrai faeries are friendly with sirines.[14]

Culture[]

Sirines love to sing. If unable to sing, or deprived of the open water, they will wither away and eventually die. They are particularly learned about local history and events.[4]

Religion[]

Some sirines are in the service of the elven deity Hanali Celanil.[15] The Faerûnian demigodes Sharess sometimes shows her favor by the appearance of sirines.[16] The gods of Olympus also favor sirines as proxies.[17]

Language[]

They speak Common and their own language.[2] They also learn the languages of nearby peoples.[4]

Treasure[]

Equipment[]

They typically carry short swords or daggers, and sometimes javelins and or slings. They are occasionally known to carry a javelin of lightning or magic +1 weapons.[2]

Hoard[]

Sirines acquire treasure by scavenging shipwrecks.[4] Some are known to sit among jagged rocks to lure sailors to their doom, in order to gather their treasure.[18]

Harvesting[]

A few drops of sirine blood can be used as an ingredient in the candle of charming.[19]

A lock of sirine hair can be used in a philter of beauty.[20]

History[]

Origins[]

Ancient history[]

Recent history[]

Notable sirines[]

  • Kiiri of the Sirens, of Krynn[21]
  • Kiiren of Dimernesti, of Krynn
  • Wavesinger and Froth, sisters[22]
  • The Lady of the Lake, evil sirine of Castle Island of Ravenloft[23]
  • Annelsie, advisor to merman chieftain Kierl[24]
  • Carmen[25]

Related creatures[]

People with a trace of sirine bloodline tend to be wistful, and may have a tinge of yellow or green to their skin or silvery or light green hair. Some have the ability to conduct divination on stormy nights, and a talent for water and charm magic, although with a lack of aptitude for creation and healing spells.[26]

Related spells and items[]

The pearl of the sirines is named for this creature. It grants the ability to swim and breathe underwater and resist the powers of sirines.

The spell sirine's grace is named for the sirine.

A sirine may be summoned by summon nature's ally V.[27]

Publication history[]

AD&D 1st edition[]

Sirines first appeared in Monster Manual II (1e) (1983), p.109. The similarly-named siren is defined in the Monster Manual (1e) (1977) as a coastal variant of the harpy.

AD&D 2nd edition[]

Sirines appear in the Monstrous Manual (1993), p.314 and the Al-Qadim sourcebook City of Delights (1993).

D&D 3rd edition[]

Sirines appear in Monster Manual II (3e) (2002), p.185.

Creative origins[]

The sirine is likely inspired by the siren, a creature from Greek mythology. In Odysseus, the sirens sing so beautifully that passing sailors are lured toward them.

Reception and influence[]

References[]

  1. Ay pronunseeAYshun gyd, Dragon #93 (Jan 1985), p.24-30.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Monster Manual II (1e) (1983), p.109.
  3. 3.0 3.1 3.2 3.3 Monster Manual II (3e) (2002), p.185.
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 City of Delights, Monstrous Compendium (1993).
  5. 5.0 5.1 DL12 Dragons of Faith (1986), p.43.
  6. Dungeoneer's Survival Guide (1986), p.78.
  7. I8 Ravager of Time (1986), p.17.
  8. 8.0 8.1 Sea of Fallen Stars (1999), p.44.
  9. Spellbound, Campaign Guide (1995), p.55.
  10. The Vortex of Madness[Unknown book], p.88-90.
  11. DL10 Dragons of Dreams (1985), p.31.
  12. Cityof Greyhawk[Unknown book], Greyhawk: Folk, Feuds, and Factions, p.22.
  13. From the Ashes (1992), p.30.
  14. Dragon #191 (Mar 1993), p.97.
  15. Demihuman Deities (1998), p.115.
  16. Powers & Pantheons (1997), p.53.
  17. On Hallowed Ground (1996), p.117.
  18. Of Ships and Sea[Unknown book], p.29.
  19. Encyclopedia Magica Volume One (1994), p.240-241.
  20. Better Living Through Alchemy, Dragon #130 (Feb 1988), p.40.
  21. DLR3 Unsung Heroes (1992), p.26.
  22. Sea of Blood (1997), p.24.
  23. Servants of Darkness (1998), p.26-29.
  24. Intrigue in the Depths, Dungeon #12 (Jul/Aug 1988), p.41.
  25. Castle of the Blind Sun, Dungeon #49 (Sep/Oct 1994), p.67.
  26. Aquatic Fey Kin, Dragon #335 (Sep 2005), p.93.
  27. The Summer's Circle, Dragon #302 (Dec 2002), p.28.
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