Sirena and siyokoy

The sirena and siyokoy are territorial sea creatures that resemble fish more than human. The most well-known place inhabited by the sirena and siyokoy is the Cave of the Sirens, an extesnive underwater cave system. There's little physical differences between female sirenas and male siyokoys. Females tend to be larger than males. The sirena has the head and torso of a female human and the tail of a frilled shark. The siyokoy is the male counterpart of the sirena. Their skin is scaly like a fish, but is always some shade of blue or green. Its mouth is filled with trident-sharp teeth and fingers end in large, cornified claws. Neither species has any hair and are bald. They also lack visible ears (but not eardrums) and use their lungs to hear, as fish do . Sirenas and siyokoys tend to wear light clothing, sometimes nothing more than a loincloth, mostly just to appear modest.

It grows up to 8 1/2 feet in length, and weigh about 400 pounds. Sirenas and siyokoys speak their own language which cannot be understood by humanoids on the surface, since it relies on clicks, whistles, and hissing noises only audible underwater. It is not known whether sirenas and siyokoys are able to speak humanoid languages.

They have a well-developed hunter-gatherer society and a strong sense of territory. Sirenas and siyokoys live in warm, coastal waters and build shelters in underwater caverns. Dugongs, eels, octopuses, rays, sea turtles, and squids usually swim along these creatures. Sirenas and siyokoys are carnivorous. They usually come out at night to feed, typically hunting squid, sharks, and bony fish. Sirena are live-bearers, giving birth to live, free-swimming pups. Female sirenas have two uteruses. Inside the uterus the young pups develop and eat each other as a source of nutrients.

The sirena and siyokoy are the objects of veneration in the Wavestillers cult, a group of Kedayuh and shoal-people who view the sirenas and siyokoys as deities of the sea who protects fishermen and sailors, and often pray to them for protection. While not technically amphibians, they are placid and slow moving on land and prefer to remain in water whenever possible. Sirenas and siyokoys are almost helpless on land. On the surface, they have a distinct, fish-like smell.

Game Information


Type: 2nd Level Monstrous Humanoid (Aquatic)
Size: Medium
Speed: 10 ft., swim 60 ft.
Abilities: Str +2, Dex +1, Con +1, Int +2, Wis +1, Cha -1
Skills: Handle Animal 5 (+4)*, Notice 5 (+6) *, Ride 5 (+6), Stealth 5 (+6)*, Survival 5 (+6)
Feats: Animal Empathy, Double StrikeB, Heavy Armour TrainingB, Light Armour TrainingB, Weapon TrainingB
Traits: Blindsense 30 ft., Blood Frenzy, Darkvision 60 ft., Freshwater Sensitivity, Light Blindness, Speak with Sharks, Water Dependent
Combat: Attack +3 (+2 base, +1 Dex), Damage +5 (trident) or +4 (javelin) or +3 (claws or bite), Defence Dodge/Parry +3/+4 (+2 base, +1 Dex, +2 Str), Initiative +1
Saving Throws: Toughness +3 (+1 Con, +2 natural), Fortitude +1 (+0 base, +1 Con), Reflex +4 (+3 base, +1 Dex), Will +4 (+3 base, +1 Wis)

Blindsense: A sirena and siyokoy can locate creatures underwater within a 30-foot radius. This ability works only when the sirena and siyokoy is underwater.

Blood Frenzy: Once per day a sirena and siyokoy that is brought to "hurt" or worse condition on the damage track can fly into rage in the following round. This ability operates like the Rage feat: +2 Constitution and +2 Strength, and a -2 penalty to defence. A sirena and siyokoy cannot end its rage voluntarily and claws and bites madly until either it or its opponent is dead and there are no more enemies in sight.

Freshwater Sensitivity: A sirena and siyokoy fully immersed in fresh water must succeed on a Difficulty 15 Fortitude save or suffer a level of fatigue. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.

Light Blindness: Abrupt exposure to bright light (such as bright sunlight) blinds sirena and siyokoy for 1 round. On subsequent rounds, they are dazzled while operating in bright light.

Speak with Sharks: Sirena and siyokoy can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as "food", "danger" and "enemy". Sirena and siyokoy can use Handle Animal skill to befriend and train sharks.

Water Dependent: sirena and siyokoy can survive out of water for 60 minutes plus 30 minutes per point of Constitution. After that, refer to Hazards and the Environment section of Chapter Six of the True20 Adventure Roleplaying book.

Skills: A sirena and siyokoy has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Underwater, a sirena and siyokoy has a +4 racial bonus on Stealth and Notice checks. A sirena and siyokoy has a +4 racial bonus on Handle Animal checks when working with sharks.

See also

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