pf2e.fyi
From Pathfinder Adventure: Night of the Gray Death, which isn't enabled.

Riekanoy

CREATURE 19
Perception +31; low-light vision, truesight 60 feet
Languages Common, Fey, Thalassic
Skills Acrobatics +35, Athletics +31, Deception +35, Nature +33, Performance +37, Stealth +35, Survival +33
Str +6, Dex +10, Con +2, Int +3, Wis +6, Cha +10
Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.


AC 45; Fort +28, Ref +37, Will +32
HP 410; Weaknesses cold iron 20; Resistances fire 20
Sinuous Initiative

A riekanoy's swaying motions propel it into the fray with grace. While a riekanoy can act and isn't Immobilized, it can roll Performance for initiative.

Water Walk

Riekanoy is under the effects of 9th-rank Water Walk at all times.


Speed 25 feet, swim 50 feet
Melee Hair +24 (agile, finesse, reach 15), Damage 4d10+12 bludgeoning plus Improved Grab
Beckoning Dance (concentrate, incapacitation, mental, primal, visual)

The riekanoy sways in a compelling fashion. Each non-fey creature within a 300-foot emanation that can see the riekanoy must attempt a DC 38 Will save. The effect lasts for 1 round, but if the riekanoy uses Beckoning Dance again on subsequent rounds, the duration extends by 1 round for all affected creatures. Once a creature succeeds at any save against Beckoning Dance, that creature is temporarily immune for 24 hours.

Success The creature is unaffected.

Failure The creature is Fascinated and must spend each of its actions to move closer to the riekanoy, avoiding obvious dangers. If a beckoned creature is adjacent to the riekanoy, it stays still and doesn't act. If attacked by the riekanoy, the creature is freed from captivation at the end of the riekanoy's turn.

Critical Failure As failure, but if attacked by the riekanoy, the creature can attempt a new save only at the start of its next turn, rather than being freed at the end of the riekanoy's turn.

Constrict

3d10+12 bludgeoning, DC 41 basic Fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Entangling Hair

A riekanoy can have up to eight creatures Grabbed within their hair at a time.

Waving Hair

The riekanoy attempts an Acrobatics check against each Grabbed creature's Reflex DC. The riekanoy moves each creature they succeed against up to 10 feet and each creature they critically succeed against up to 20 feet. This movement must all be within reach of its hair.

Improved Grab

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained

Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.

Pathfinder Adventure: Night of the Gray DeathOGL