ConquerorThe Isle of Nerissa
Nerissa's voice is more beautiful than life itself, and that is the trap

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Amphibious. Nerissa can breathe both air and water.
Deep Sea Memory. Nerissa knows the last words of every soul that drowned in her waters and can repeat them to confuse enemies, giving her advantage on Charisma (Deception) checks against them.
Enchanting Chorus. When Nerissa sings, every creature within 60 ft. that can hear her must make a Wisdom saving throw (DC 15) or be charmed until the end of her next turn, swimming as close to her as possible on its turn.
Multiattack. Nerissa makes two claw attacks.
Claw. Attack roll +6, reach 5 ft., one target. Hit: 2d6+3 slashing damage.
Drowning Embrace. Attack roll +6, reach 5 ft., one Medium or smaller target. Hit: the target is grappled (escape DC 15); while held underwater, it risks drowning under the standard suffocation rules.
Sailor's Song (Recharge 5-6). Nerissa sings as described in Enchanting Chorus, but each charmed target automatically moves by the shortest path toward her and the water.
The Story
On the sea charts it is no more than a nameless rock, but every ship that sails too close vanishes. Survivors who wash ashore are few, and they speak only of a song. You sail aboard a ship that must force the passage, for beyond the island lies the only route to the besieged port city, and the captain has no choice.
The island looks like a paradise of white sand and green palms, until the song begins. The sirens sing so bewitchingly that sailors leap overboard to come closer, and drown themselves with a smile. Whoever washes ashore alive slowly becomes part of the choir, singing forever to lure the next ship. The rocks all around lie strewn with wrecks and bleached bones.
You arm yourselves against the song with wax, chains, and pure willpower, navigate between the rocks without steering yourselves onto the reefs, and go ashore to find the source, for the song has a heart: Nerissa, the Eldest Voice, whose voice directs the others. Along the way you meet the half-transformed victims of earlier ships, caught between human and choir.
The turn: the spell is no curse but a pact, the sirens were once drowned sailors themselves, bound to the island until they have gathered enough souls to go free. In the climax, on the singing rocks with the song thundering in your skull, you must silence Nerissa and break the pact, or become the newest voices yourselves in a choir that never ends.
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