SIRINE

FREQUENCY: Rare / Very rare (lonely, uninhabited places)

FREQUENCY: Rare ([Cold Freshwater Surface], [Cold Freshwater Depths])
FREQUENCY: Very rare ([Cold Saltwater Depths])

FREQUENCY: Rare ([Temperate Freshwater Surface], [Temperate Freshwater Depths]) <check>
FREQUENCY: Very rare ([Temperate Saltwater Surface], [Temperate Saltwater Depths])

FREQUENCY: Rare ([Tropical Freshwater Surface], [Tropical Freshwater Depths])
FREQUENCY: Very rare ([Tropical Saltwater Surface], [Tropical Saltwater Depths])

NO. APPEARING: 1 or 2-8
ARMOR CLASS: 3 or less
MOVE: 12" // 24"
HIT DICE: 4 to 7
% IN LAIR: 30%
TREASURE TYPE: Individual: [L], [M], [N], [Q]; In lair: [X]
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: 20% or more
INTELLIGENCE: High to genius
ALIGNMENT: Any (equal chances); see below
SIZE: M
LEVEL/X.P. VALUE: V | 350 + 10

Sirines, beautiful human-like females, are equally at home above || <Come>
|| beneath salt || fresh waters.
Normally, but a single sirine will be encountered.
All encounters will be in lonely, uninhabited places.

The armor class of a sirine is 3 because of the high [dexterity] of the race (18)
and their magical nature. They usually will carry small (short) <l>
swords and daggers, although 30% will have 3 javelins (40%) or a sling (60%) as well. l
There is a base 10% chance that any weapon will be magic +1 or [javelin of lightning];
each should be checked for this possibility.

Sirines have the following magical powers:
song, which will charm person at 3" range all subject creatures of hostile nature within hearing
suggestion; polymorph self; [fog cloud]; and [improved invisibility]. Each is usable once
per day, 1 at a time, at will. Additionally, any intelligent
creature touched in melee by a sirine must save vs. poison or become an
idiot (intelligence=2). The idiocy so caused can be removed at will but
requires a touch from the sirine. Otherwise, [dispel magic] may be used to
bring back the intelligence. Sirines are immune to all forms of gas.

All of their saves are made as if they were 11th-level magic-users
with a +2 bonus vs. poison. If more than 1 sirine is encountered
(30%) chance it <(trans?)> will always be in the sirine's home AREA.
A single sirine
will always be of 6 or 7 HD,
with equal chances for 4, 5, 6, or 7 hit dice otherwise.
Alignment of a group of sirines will always be the same with respect to
good, evil, and absolute neutral alignment. In a group of evil sirines, for
example, there can be lawful, neutral, and chaotic members.

Sirines breathe air or water with equal facility.
They have infra- and <l>
ultravisual capacity. They speak their own language and Common. <l> <noted at DMG>