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Siren Merfolk in Pathfinder 2e

Siren Merfolk - CREATURE 5
MEDIUMMERFOLKHUMANOIDBEAST

Perception 12+, darkvision, wavesense (imprecise)
Languages Common, Thalassic
Skills Athletics +13, Acrobatics +11, Deception +13, Intimidation +11, Performance +11, Stealth +13, Thievery +12

STR +2 , DEX +0 , CON +2 , INT -2 , WIS +1 , CHA +4

AC 21
Saving Throws Fort +12, Ref +15, Will +9
HP75
Speed 5 ft., 25 ft. swimming
Melee Melee [one-action] jaws +15 [+10/+5] (finesse), Damage 2d8+4 piercing   Melee [one-action] claws +15 [+11/+7] (agile, finesse), Damage 2d6+4 slashing and Improved Grab   Aquatic Ambush [one-action] Requirements. The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet; Effect. The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is off-guard against this Strike.
Special Abilities Siren's Song [three-action] (auditory, mental, primal), Once per day, a Siren can beguile and bewitch with it's song. All creatures in a 60-foot emanation must attempt a Will save against the Siren's Perfomance DC. On subsequent rounds, Siren's can Sustain the song, causing each creature in the area currently affected by your song to attempt another Will save. Creatures of the Siren family are immune to this song.   Critical Success. The target is unaffected and becomes immune to Siren Song for 24 hours.   Success. The target is fascinated with the Siren until the end of your next turn.   Failure. As success, and the target is stupefied 1 for as long as it's fascinated.   Critical Failure. As success, and the target is stupefied 2 for as long as it's fascinated.

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