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Seaweed Siren

This creature's three singing heads sway atop serpentine necks that extend from a bulbous body split by a wide, toothy mouth. Pungent strands of seaweed cover the creature like slimy hair.

Seaweed Siren CR 13

XP 25,600
CN Large magical beast (aquatic)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +17
Aura cacophony (100 ft., DC 22)

DEFENSE

AC 26, touch 11, flat-footed 24 (+2 Dex, +15 natural, –1 size)
hp 184 (16d10+96)
Fort +16, Ref +12, Will +8
Immune mind-affecting effects; Resist fire 10, sonic 10

OFFENSE

Speed 30 ft., swim 30 ft.
Melee bite +25 (4d6+15/19–20)
Ranged 3 sonic beams +17 (5d6 sonic)
Space 10 ft.; Reach 5 ft.
Special Attacks staggering gaze, trample (1d10+15, DC 28)
Spell-Like Abilities (CL 16th; concentration +19)

At willshatter (DC 16)
3/daycharm monster (DC 18), quickened confusion (DC 18)
1/daybestow curse (DC 18, ranged touch attack, 30 ft.)

STATISTICS

Str 30, Dex 15, Con 22, Int 11, Wis 16, Cha 19
Base Atk +16; CMB +27; CMD 39 (47 vs. trip)
Feats Blind-Fight, Critical Focus, Deafening Critical, Improved Critical (bite), Point-Blank Shot, Power Attack, Quicken Spell-Like Ability (confusion), Skill Focus (Perception)
Skills Bluff +12, Perception +17, Stealth +17 (+21 in water), Swim +18; Racial Modifiers +4 Stealth in water
Languages Aklo; tongues
SQ false heads, water dependency

SPECIAL ABILITIES

Cacophony (Su)

A seaweed siren's noises disrupt spellcasting; casting within 100 feet of a seaweed siren requires a concentration check (DC 15 + the level of the spell being cast). All other concentration checks and Perception checks involving hearing made inside the aura have their DCs increased by 5. A siren can begin or end this ability as a free action. This is a sonic effect.

False Heads (Ex)

A seaweed siren's false heads can be severed. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting the head. A head is considered a separate weapon with hardness 0 and hit points equal to the siren's Hit Dice (typically 16 hp). To sever a head, an opponent must deal enough damage to reduce the head's hit points to 0 or fewer. Severing a head deals an amount of damage to the siren's body equal to the siren's Hit Dice. A siren can't attack with a severed head. A siren with no remaining heads can't use its cacophony ability or its spell-like abilities.

Sonic Beams (Su)

Each of the siren's false heads can fire a beam at a range of 60 feet, dealing 4d6 points of sonic damage.

Staggering Gaze (Su)

Staggered 1d6 rounds, 30 feet, Will DC 22 negates. This is a mind-affecting effect. The save DC is Charisma-based.

Water Dependency (Ex)

A seaweed siren can survive out of the water for 1 hour per point of Constitution (typically 22 rounds). Beyond this limit, a seaweed siren begins to suffocate.