In the darkest reaches of the Plane of Water, the inky blackness itself takes on a semblance of life. A malevolent consciousness may form a body for itself out of the cold, black waters of its birth and rise to lighter waters in search of life to consume. These darkling elementals, the callers from the deeps, embody the mysteries of the deepest trenches. Those who find their way to the Material Plane come close to the surface, enticing sailors to join them with their otherworldly songs, and squeeze the life from their victims.
CALLER FROM THE DEEPS
CR: 9
XP: 6,400
NE Huge outsider (elemental, extraplanar, water)
Init: +2; Senses: Darkvision 60 ft.; Perception +17
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AC: 23, touch 11, flat-footed 20 (+2 Dex, +1 dodge, +12 natural, -2 size)
hp: 123 (13 HD)
Fort +12, Ref +10, Will +7
DR 5/--; Immune: Elemental traits
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Speed: 10 ft., swim 50 ft.
Melee: 2 tentacles +21 (2d8+9 plus grab)
Space: 15 ft.; Reach: 15 ft.
Special Attacks: Constrict (2d8+9), enervating grip, swim-by attack
Spell-Like Abilities (CL 9th, concentration +14):
3/day - Siren's call
1/hour - Summon (Medium water elemental or fiendish shark, level 4, 100%)
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Str 28, Dex 15, Con 18, Int 15, Wis 12, Cha 19
Base Atk: +13; CMB: +24; CMD: 37 (can't be tripped)
Feats: Cleave, Combat Reflexes, Dodge, Great Cleave, Iron Will, Power Attack, Weapon Focus (tentacle)
Skills: Bluff +20, Diplomacy +20, Escape Artist +18, Knowledge (arcana, planes) +18, Perception +17, Stealth +14, Swim +25
Languages: Aquan, Common
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Environment: Any ocean (Plane of Water)
Organization: Solitary
Treasure: None
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Enervating Grip (Su): While dealing damage in a grapple, a caller from the deeps also drains the vitality of its target. Those who take grappling damage from a caller from the deeps must make a DC 21 Fortitude save or take 1 point of Constitution damage. This save DC is Constitution-based.
Siren's Call (Sp): Three times per day as a standard action, a caller from the deeps can utter a sudden, distant song that instills in those who hear it a longing for the sea. This ability affects up to four target creatures within 50 feet of the caller, no two of which can be more than 30 feet apart.
A target who fails a Will saving throw (DC 18) against this ability moves immediately toward the nearest stretch of ocean that it can find and attempts to completely submerse itself in the water. The save DC is Charisma-based.
This flight will be by the safest means possible, withdrawing from combat, fighting defensively, and not passing through threatened areas. The target will only fight if someone actively attempts to prevent it from following through with its search for the ocean; if this fight is with an ally, the target is granted a second saving throw to throw off the effects of the call.
In some environments, this means that those affected simply flee in the direction of the nearest coast. Along a shoreline, targets often plunge into the surf. Aboard ship, they leap overboard. If the subject has no idea where to find a substantial body of water, it simply chooses a random direction and continues until the effect expires.
Once the targets are in the water, they begin swimming toward the deepest part of it they can reach, immersing themselves completely and refusing to come up for air, though they hold their breath as long as they are able.
A siren's call lasts for up to 9 rounds; the caller from the deeps can prematurely end the effect. This is an enchantment (compulsion), sonic, mind-affecting effect and the equivalent of a 4th-level spell.
Swim-By Attack (Ex): Extremely quick in the water, a caller from the deeps gains Spring Attack as a bonus feat when swimming.