Nope looks back up again, now facing nightmare fuel. "Oh shi-" Then the screamnotscream, and Nope winces, along with a wordless "Ow."
So Sandy and gang are coming in now and Nope is definitely not hearing boss music. You know what this means! Dealing with existential problems in rapid succession!
So he could try to blip the ghosts, but like, there are apparently ghosts in this world, so maybe this means souls are a thing, which means there might be afterlives, so if he accidentally makes a soul go poof, that's it, that's like supermurder. And he doesn't know what happens if he... tries to remove "animating force" or whatever, which might work, but is like complete conjecture based on freaking roleplaying games so it might free the soul or it might dismantle the soul or something, or it might do nothing?!
Uh, uhhhh, okay, focusing on the siren! Maybe if that one shuts up, the ghosts will be much less gung-ho about "one of us"-ing the team. Yeah, so, screw you, siren, removing... hit points! Yeah! You're a damn D&D monster, Nope's gonna treat you like one (and hope this will lead to ghost-unconsciousness, not supermurder).
The Ring static 'round the siren, here we go!
Spoiler: ActionsFree Switch to Remove Second Guessing and Remove Hit Points
Standard Attack the siren with Remove Hit Points. Damage 10 (+5/+5, Ranged) Linked Weaken Resistance 10 (+5/+5) Linked Affliction 10 (+5/+5; Impaired+Vulnerable/Disabled+Defenseless/Incapacitated; Extra Condition). Crit 16+ (if applicable).
(1d20+10)[21]Rerolled to 29, possibly crit