Telepathic Communication. The Angler Siren will use the thoughts of its former human bait to lure people towards them. During a battle the Siren will often telepathically plea its target to not harm it as a means of distraction.
Underwater Camoflauge. Whilst in deep water the Angler Siren gains a +7 stealth bonus and gain hidden advantage on its next attack.
Multiattack. The Angler Siren can make two bite attacks or one Sting Grapple and one Bite Attack.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 7) piercing damage.
Sting Grapple (Recharge 5-6). Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 5 (1d4 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is [Tooltip Not Found]. At the end of each turn the target must continue to make Consitution saving throws until it escapes the grapple.
Leap. The Angler Siren can leap a distance of 60 ft. All targets within 35 ft. of the landing area must make a DC 14 Dexterity saving throw. Targets who failed the saving throw and are directly under the 20 ft. space the Angler Siren lands take 18 (3d8+1) bludgeoning damage and are made prone. Target's who are on the surrounding 15 ft. that failed the saving throw are made prone.
Bait. The Angler Siren uses its bait and telepathic powers to charm targets towards it. Each creature that can hear it within 120 feet must succeed on a DC 18 Charisma saving throw or be forced to use all its actions to get near it. All creatures charmed by it gain disadvantage on saving throws. At the end of each of its turns, and each time it takes damage, the target can make another Charisma save. Each time the target is attacked the DC saving throw decreases by 2. On a success, the condition ends and it becomes immune to the siren's song for the next 24 hours.
Beg. The Angler Siren uses its bait and telepathic powers to trick targets to let their guard down. They use the voice of the former living creature to beg to their targets to stop their attack. Targets must make a DC 14 Wisdom saving throw or gain disadvantage on all attack rolls. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom save. Each time the target is attacked the DC saving throw decreases by 1. On a success, the condition ends and it becomes immune to the siren's song for the next 24 hours.
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