The Siren
Lieutenant, Sea of Blood
I - Rules
The keening song of the Siren can tempt even the staunchest sailors overboard, beckoning them to join her skeletal companions for the rest of eternity. Beautiful and dangerous, the Siren can lure the heroes to a watery death... unless they resist her charms.
Cost: 5. Avatar: Any Avatar. Power: Hordes of the Things The Siren enter play at the Narrows of Gracor and may only move along Water and Secret trails, but may not travel through the Great Maelstrom. Minions: 6 Skeletons, 2 Master Skeletons. The Siren has Swim. At the start of each hero's turn, that hero must either spend 1 fatigue or roll 1 power die. On a surge, the hero must Run as directly towards the Siren as fast as possible and cannot attack. On any other result, the hero may take any action he wishes. |
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Lieutenant |
Level |
Speed |
Wounds |
Armor |
Attack |
Attack Dice |
|||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The Siren | Copper |
5 |
25 |
4 |
Magic |
||||||||
| The Siren | Silver |
5 |
50 |
6 |
Magic |
||||||||
| The Siren | Gold |
5 |
75 |
8 |
Magic |
