Shade
Monster Junkie
Here's an attempt at it..
Beckoning Harmonies (Su): When beneath a waterfall in pool form, an ice vampire can attempt to beckon creatures to the water with the hypnotic music of the falling water. The ice vampire targets a single creature it can see within 240 feet of the body of water she currently occupies. This is a sonic, mind-affecting ability, and the creature must be able to hear the ice vampire for it to take effect. The targeted creature must make a DC x Will saving throw. If the save is successful, that creature cannot be affected by that ice vampire's beckoning harmonies for one day.
Failure indicates the creature is utterly beguiled and moves toward the body of water the ice vampire occupies, taking the most direct route available. If that path leads into a dangerous area (such as very deep or fast-moving water) the beguiled creature gets a second saving throw. A beguiled creature may take no actions other than defending himself. The beguiling effect continues so long as the ice vampire remains in pool form and stays beneath the waterfall.
The beguiled creature takes 2d4 points of damage each round it remains in contact with the water. The ice vampire is healed by an equal amount, gaining any hit points over its normal maximum as temporary hit points that last for 24 hours.
Beckoning Harmonies (Su): When beneath a waterfall in pool form, an ice vampire can attempt to beckon creatures to the water with the hypnotic music of the falling water. The ice vampire targets a single creature it can see within 240 feet of the body of water she currently occupies. This is a sonic, mind-affecting ability, and the creature must be able to hear the ice vampire for it to take effect. The targeted creature must make a DC x Will saving throw. If the save is successful, that creature cannot be affected by that ice vampire's beckoning harmonies for one day.
Failure indicates the creature is utterly beguiled and moves toward the body of water the ice vampire occupies, taking the most direct route available. If that path leads into a dangerous area (such as very deep or fast-moving water) the beguiled creature gets a second saving throw. A beguiled creature may take no actions other than defending himself. The beguiling effect continues so long as the ice vampire remains in pool form and stays beneath the waterfall.
The beguiled creature takes 2d4 points of damage each round it remains in contact with the water. The ice vampire is healed by an equal amount, gaining any hit points over its normal maximum as temporary hit points that last for 24 hours.