Long ago, a tribe of Harpies sought greater power and made a pact with an ancient, forgotten sea god. In exchange for their freedom from servitude to other gods, they became the Sirene, fused with the night, their wings black as drowned skies. Their song carries an echo of the Abyss, able to stir dread or longing in mortal hearts. They despise water yet are forever thirsty, a curse of their broken covenant.
Generations pass and now this curse has become their way of life. Sirenes scour the forests and planes for fresh meat, fresh blood to sate their thirst and appetite. But they are not demons. They think just as any other intelligent species. Most however, are sly things, and if given the chance, will put a spell, or make a "deal" with you, not unlike their sea patron once did onto them. They live in flocks of their own, in the mountains or deep forests, but some adventurous types seek allies from cities and nations, they become adventurers.
Siren’s Wail (1/long rest):
As an action, you can emit a haunting cry. Each creature of your choice within 30 feet that can hear you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn.
At 5th level, targets that fail are frightened for 1 minute and can repeat the save at the end of each of their turns.
Darkvision:
You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your eyes glow faintly in the dark, like a predator’s.
Carrion Hunger:
You can consume raw meat safely, gaining advantage on saves against ingested poisons or diseases.