The Isle of Nerissa Conqueror
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The Isle of Nerissa

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

Nerissa, the Eldest Voice
The Adversary
Nerissa, the Eldest Voice
siren matriarch · CR 6

A drowned singer whose voice lures whole crews into the sea to fill her eternal choir.

Show stat block
Nerissa, the Eldest Voice
Medium sirene-matriarch (fee), chaotisch neutraal
Armor Class 14 (dexteriteit)
Hit Points 97 (13d8 + 39)
Speed 6m, zwemmen 12m
STR10+0
DEX16+3
CON16+3
INT12+1
WIS16+3
CHA18+4
Saving Throws Wijsheid +6, Charisma +7
Skills Uitvoeren (zang) +7, Misleiden +7
Resistances & immunities -
Senses duisterzicht 18m (onderwater), passieve Waarnemen 13
Challenge 6
Traits

Amfibisch. Nerissa kan zowel lucht als water ademen.

Diepzeegeheugen. Nerissa kent de laatste woorden van elke ziel die in haar wateren verdronk en kan deze herhalen om vijanden te verwarren, wat haar voordeel geeft op Charisma (Misleiden)-worpen tegen hen.

Betoverend Koor. Wanneer Nerissa zingt, moet elke creatuur binnen 18m die haar kan horen een Wijsheids-redding doen (DC15) of is betoverd tot het einde van haar volgende beurt en zwemt op zijn beurt zo dicht mogelijk naar haar toe.

Actions

Multiattack. Nerissa voert twee klauwaanvallen uit.

Klauw. Aanvalsworp +6, bereik 1,5m, één doelwit. Trefkans: 2d6+3 snijschade.

Verdrinkende Omhelzing. Aanvalsworp +6, bereik 1,5m, één Middelgroot of kleiner doelwit. Trefkans: het doelwit is gegrepen (om te ontsnappen DC15); terwijl het onder water wordt gehouden, loopt het risico te verdrinken volgens de standaardregels voor verstikking.

Zeemanslied (Recharge 5-6). Nerissa zingt zoals beschreven bij Betoverend Koor, maar elk betoverd doelwit beweegt automatisch de kortste weg naar haar en het water toe.

5e-compatible stat block · this monster also appears in the adventure PDF

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.

Ambience playlist

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This work includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY 4.0. All story, characters and artwork are 100% original. DM Shots is an independent publisher, not affiliated with Wizards of the Coast. More about our license & 5e compatibility.