Merfolk siren
For a list of merfolk monsters, see List of merfolk
siren m | |
---|---|
HP | 31-51 |
HD | 9 |
XP | 471 |
Speed | 10 (swim: 60%) |
AC | 4 |
EV | 12 |
Will | 60 |
Attack1 | 19 (hit: plain)
|
Resistances | rDrown, rWater |
Vulnerabilities | None |
Habitat | Amphibious |
Intelligence | Normal |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Medium |
Type | merfolk, merfolk |
Flags | Speaks Warm-blooded |
A beguiling merfolk whose voice can mesmerize listeners.
“Row'd on, in reach of an erected voice, |
Contents
Useful Info
Sirens are aquatic creatures with the head and upper body of a female humanoid and the tail of a fish. Their singing will mesmerize you, preventing you from moving away. Sirens are commonly found in the Shoals.
Spells
Spell set | ||
---|---|---|
Slot1 | Siren Song | Natural flag, No silent flag |
Tips & Tricks
- Although its not technically a spell, high magic resistance will let you ignore a siren's song. The effect can also be broken early by killing or confusing the siren, using a scroll of silence, or wielding a lantern of shadows to reduce your LOS so the siren can't see you anymore.
- Although random blinks and teleports can also break mesmerism if you manage to leave LOS, you cannot willingly make controlled blinks or teleports away. If you can't lose the intrinsic no matter what, try teleporting to a space occupied by a monster to force the game to send you on a random teleport instead.
- Fortunately, sirens will still try to close into melee with you. Unless you're in extreme danger, all you really have to do is wait for them to get close enough for you to hit them (though they often have polearms, allowing them to poke at you from a distance).
History
Prior to 0.16, they were called mermaids. The monsters previously known as sirens were renamed to merfolk avatars.