Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Alluring Aspect
(aura, occult, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 22 Will save. On a failure, it becomes fascinated with the zuipnyrn for 1 minute. Once the fascination ends, the creature is temporarily immune to this ability for 1 hour. The zuipnyrn can deactivate or activate this aura by using a single action, which has the concentrate trait.
Ability
Beguiling Gaze
(occult, visual) The zuipnyrn attempts to charm a creature within 30 feet that is currently fascinated by the zuipnyrn. The target must attempt a DC 22 Will save. Whether it succeeds or fails the save, the target is temporarily immune for 1 hour. Critical Success The creature is unaffected and is no longer fascinated.Success The creature is unaffected.Failure The creature is helpful toward the zuipnyrn for 1 hour.Critical Failure The creature is helpful toward the zuipnyrn for 1 day and will actively attempt to defend the zuipnyrn and even risk its life for it.
Ability
Blinding Flare
(occult, visual) The zuipnyrn's eye produces a bright flash of light. Each creature in a 30-foot cone must attempt a DC 22 Fortitude save. The zuipnyrn can't use Blinding Flare again for 1 minute. Critical Success The creature is unaffected.Success The creature is dazzled for 1 round.Failure The creature is blinded for 1 round and dazzled for 1 minute.Critical Failure The creature is blinded for 1 minute.
Offense
Melee
Circumstance: combat round (melee)
eye stalk +8 [+4/+0] (agile), Damage 2d4+2 bludgeoning
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Language
(can't speak any language)
Common
Perception
greater darkvision
Resistance
bludgeoning 3