(Alright)<br/><br/>Dusk tries her best to keep hee grip, but the water-covered mermaid wrestles her way out of the panther's jaws.  She's starting to get quite frustrated with the half-fish, especially with growing wonder of what exactly the swirling water 'shield' may be able to do if not dealt with.  Unfortunately, she has no way of disabling the swirling mass of water without incapacitating the caster, so she keeps her focus on doing just that.  Adding to her frustration, it's difficult enough to stay at the water's surface that she doesn't try using her forelegs to claw at her opponent.<br/><br/>[not sure if staying still requires a swim check (also not sure if it'd keep her from clawing, but it seems to make sense), so I'll roll one anyways.  1d20+4  20<br/>Bite attack roll: 1d20+11 26<br/>damage: 1d8+7 10<br/>Grapple check: 1d20+21 41]]<br/><br/>Synys is satisfied that there isn't any threat from the majority if the mermaids at this point and turns her attention to the last remaining in view.  In hopes of helping the two, both of whom are obviously having some trouble with her so far, she reloads her crossbow, takes aim, and fires at the shawled mermaid.<br/><br/>[[Attack roll: 1d20+8 9 Aaaaaannd...backed up the fumble with a roll of 6 x.x  Any rules on that?]]<br/><br/>(new turn)<br/><br/>Despite the watery mass between her and the mermaid, she manages to force her way through and grab hold of the woman once again (I'm assuming).  Maneuvering the mermaid in her jaws with relative ease she attempts to draw the female down her gullet with rapid, powerful swallows.<br/><br/>[[vore check: 1d20+33 40]]