XP 800
N Large magical beast (aquatic)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 30 (4d10+8)
Fort +6, Ref +6, Will +2
Immune mind-affecting effects; Resist fire 5, sonic 5
Speed 20 ft., swim 40 ft.
Melee 2 slams +6 (1d6+3 plus entangle)
Space 5 ft.; Reach 5 ft.
Special Attacks kelp snare, lure song (DC 13)
Str 16, Dex 15, Con 14, Int 6, Wis 12, Cha 13
Base Atk +4; CMB +7; CMD 19
Feats Skill Focus (Perception), Weapon Focus (slam)
Skills Perception +8, Swim +11
Languages Aquan (cannot speak)
Kelp Snare (Ex): A lesser seaweed siren can attempt a free trip combat maneuver when it hits a foe with both slam attacks in the same round.
Lure Song (Su): A seaweed siren can sing as a standard action. All creatures within 100 feet that can hear the song must succeed at a Will save (DC 13) or be lured. A lured creature must move toward the siren on its turn, using the most direct route possible, and takes no other actions. This movement is considered voluntary and does not provoke attacks of opportunity from the siren. A lured creature that reaches the siren stands motionless, entranced, until the song ends.
A victim may attempt a new saving throw if it is attacked or directly threatened. If the save succeeds, the effect ends for that creature. This is a sonic, mind-affecting charm effect. The save DC is Charisma-based.
Entangling Fronds (Ex): On a successful slam attack, the target must succeed at a DC 14 Reflex save or be entangled for 1 round as seaweed wraps around it. The save DC is Constitution-based.
Water Dependency (Ex): A seaweed siren can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a seaweed siren begins to suffocate.
Environment any coastlines, or Rivers
Organization solitary, pair, or tangle (3–6)
Treasure standard
Lesser seaweed sirens are smaller, juvenile kin of the dreaded seaweed sirens that haunt coastal kelp forests. Though less powerful than their adult kin, they retain their hypnotic voices and ensnaring fronds, using them to lure prey into shallow waters where the plants can drag them down. Sailors often mistake their faint songs for wind in the reeds until it is too late.