Sirins are creatures bent on dominating the area they inhabit. Ancient texts say they are creatures who govern parts of the Navirim. When they arrive in Atheles, they do everything within their power to amass wealth, minions, and defense. Their host body does not change when possessed, so besides their insatiable lust for power, there is little that stops them from blending in.
Salt is the best way to contain or inhibit them, though I have seen some references to the use of runic magic to entrap them.
—Etahn
Sirin
| Characteristics | CV | 3 | |||
| Stat | Score | % | Speed | 30’, Fly 50’ | |
| STR | 12 | 60 | HPA measure of the relative health of your character, represen... More | 32 | |
| CON | 18 | 90 | Dmg Mod | +1d4 | |
| SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More | 14 | 70 | AVThe numeric value representing how much damage armor absorbs... More | 2 | |
| INT | 16 | 80 | Class | Being | |
| ACU | 16 | 80 | Type | Navirite | |
| DEX | 16 | 80 | Horror An optional system where your character’s mental health is ... More | 1/1d6 | |
| SOC | 14 | 70 | Treasure | Standard | |
- Attack: Sword 65% 1d6+3+dm; Crossbow 65% 1d8+3
- Skills: Dodge 70%, Grapple 50%, Fine Manipulation, Hide 65%, Listen 60%, Persuade 70%, Spellcraft 65%, Spot 60%, Stealth 70%, Survival 55%,
- SpecialA special success if the roll is equal to or less than 1/5 t... More: Ear-Piercing Scream, Fast Healing 2, Immortal, Incorporeal Form, Possess, Resist Acid and Cold
- Weaknesses: Salt, Runic Circles, Silver, Cold Iron
- Habitat: Any
- Encounter: Solitary
Ear-Piercing Scream
Four times per day, a sirin can direct a supernatural scream at a single creature within 40’. Only the intended victim can hear it.
The target suffers 2d6 sonic damage and is Dazed for 1 round. A successful CON check halves the damage and negates the Dazed effect.
Possess
While in Incorporeal Form, a sirin can attempt to possess a living or recently dead Medium humanoid it can reach. A living target may resist with an opposed CON Heroic Action against the sirin. On a failure, the sirin enters and controls the host
.
Once each day, a living host may attempt another CON Heroic Action to expel the sirin. After three failed attempts, the host can no longer attempt to expel it without outside aid.
Protection from the Never prevents possession. If cast upon an already possessed creature, the host immediately gains another attempt to expel the sirin.
Dismissal (7 Mana) forces the sirin from the host and returns it to the Navirim.
Restoration (7 Mana) forces the sirin from its host into Incorporeal Form. Casting it upon an unwilling sirin requires the caster to first successfully Grapple the host.
While possessing a creature, the sirin retains the host’s physical appearance but uses the sirin’s Characteristics and abilities.
Incorporeal Form
A sirin can leave its host as an action, becoming a drifting cloud of green mist. In this state it has a Fly Speed of 50’ and can attempt to possess another suitable host.
A sirin cannot leave a host enclosed within an unbroken circle of salt or an appropriate runic circle.
Damage Resistance
A sirin has Damage Resistance 5 against physical attacks. Silver and Cold Iron weapons ignore this resistance.
Resistances & Immunities
A sirin is immune to poison and reduces damage from acid and cold by 10.
Fast Healing
A sirin regains 2 HPA measure of the relative health of your character, represen... More at the beginning of each of its turns while it has at least 1 HPA measure of the relative health of your character, represen... More.
Immortal
A sirin cannot be permanently killed normally. Destroying its host merely allows the creature to escape in Incorporeal Form.
To permanently destroy a sirin, it must first be trapped within a host using salt or a runic circle. A silver piercing weapon must then be driven through the host’s heart. This destroys the sirin but also kills the host.
Sirin Elder
Sirin Elders are older and more powerful members of their kind. They share the same hunger for influence as lesser sirin but are far harder to dislodge once established. Their supernatural powers make them particularly effective manipulators, allowing an Elder to build a network of willing servants alongside those it directly possesses.
Sirin Elder
| Characteristics | CV | 5 | |||
| Stat | Score | % | Speed | 30’, Fly 50’ | |
| STR | 14 | 70 | HPA measure of the relative health of your character, represen... More | 36 | |
| CON | 22 | 110 | Dmg Mod | +1d4 | |
| SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More | 14 | 70 | AVThe numeric value representing how much damage armor absorbs... More | 3 | |
| INT | 18 | 90 | Class | Being | |
| ACU | 16 | 80 | Type | Navirite | |
| DEX | 16 | 80 | Horror An optional system where your character’s mental health is ... More | 1/1d6 | |
| SOC | 16 | 80 | Treasure | Standard | |
- Attack: Sword 85% 1d6+5+dm; Crossbow 85% 1d8+5
- Skills: Dodge 70%, Grapple 50%, Fine Manipulation, Hide 65%, Listen 60%, Persuade 70%, Spellcraft 65%, Spot 60%, Stealth 70%, Survival 55%,
- SpecialA special success if the roll is equal to or less than 1/5 t... More: Damage Resistance 5, Detect Magic, Ear-Piercing Scream, Fast Healing 4, Immortal, Incorporeal Form, Possess, Resist Acid and Cold, Suggestion
- Weaknesses: Salt, Runic Circles, Silver, Cold Iron
- Habitat: Any
- Encounter: Solitary
Ear-Piercing Scream
Four times per day, a sirin can direct a supernatural scream at a single creature within 40’. Only the intended victim can hear it.
The target suffers 2d6 sonic damage and is Dazed for 1 round. A successful CON check halves the damage and negates the Dazed effect.
Possess
While in Incorporeal Form, a sirin can attempt to possess a living or recently dead Medium humanoid it can reach. A living target may resist with an opposed CON Heroic Action against the sirin. On a failure, the sirin enters and controls the host
.
Once each day, a living host may attempt another CON Heroic Action to expel the sirin. After three failed attempts, the host can no longer attempt to expel it without outside aid.
Protection from the Never prevents possession. If cast upon an already possessed creature, the host immediately gains another attempt to expel the sirin.
Dismissal (7 Mana) forces the sirin from the host and returns it to the Navirim.
Restoration (7 Mana) forces the sirin from its host into Incorporeal Form. Casting it upon an unwilling sirin requires the caster to first successfully Grapple the host.
While possessing a creature, the sirin retains the host’s physical appearance but uses the sirin’s Characteristics and abilities.
Incorporeal Form
A sirin can leave its host as an action, becoming a drifting cloud of green mist. In this state it has a Fly Speed of 50’ and can attempt to possess another suitable host.
A sirin cannot leave a host enclosed within an unbroken circle of salt or an appropriate runic circle.
Damage Resistance
A sirin has Damage Resistance 5 against physical attacks. Silver and Cold Iron weapons ignore this resistance.
Detect Magic
A Sirin Elder constantly senses the presence of nearby magic. With a successful Spellcraft check, it can identify the general nature of a magical aura or effect.
Suggestion
Three times per day, a Sirin Elder may magically influence a creature that can hear and understand it.
The Elder makes a Persuade Heroic Action opposed by the Insight. If the Elder succeeds, the target follows a reasonable suggestion given by the Elder. Obviously suicidal or directly self-destructive commands automatically fail.
Resistances & Immunities
A sirin is immune to poison and reduces damage from acid and cold by 10.
Fast Healing
A sirin regains 4 HPA measure of the relative health of your character, represen... More at the beginning of each of its turns while it has at least 1 HPA measure of the relative health of your character, represen... More.
Immortal
A sirin cannot be permanently killed normally. Destroying its host merely allows the creature to escape in Incorporeal Form.
To permanently destroy a sirin, it must first be trapped within a host using salt or a runic circle. A silver piercing weapon must then be driven through the host’s heart. This destroys the sirin but also kills the host.