Living Mirage Species in Old Zenithas | World Anvil
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Living Mirage

"hey look, a scantily clad barmaid! a-an she's holding a barrel of ale!" Whom  'Thetank' Jenkins, babbling fervantly, pointing at a cactus

  Malevolant creatures that dwell in the desert. Due to their barely corporeal nature, they can only be observed by those experiencing hallucinations. Hence, they prey on those suffering from severe thirst, promising something quenching, and possibly other desires also. It should be noted that they do not alter their form as such, merely possess existing or potential mirages that the victim is or would experience. Thier power and danger relies on the victim's belief that the hallucination is real, and is severally hampered when they snap back to reality.

  Often created as unwitting servants by the Marin or Dao, they hunt humanoids specifically to feed on their dreams and desires, usually leaving a dehydrated, dried up husk (both literally and mentally).

Basic Information

Anatomy

Akin to wisps, except their prime form takes that of a yellow hue. This is to better blend into their desert environment.

Growth Rate & Stages

Older Living Mirages can posses even bigger hallucinations, often presenting more of a threat as a result. On a few occasions, some have even turned into a genie in their own right by possessing the hallucination of one. In this instance, they retain their malevolent nature and diet regardless of the genie type they become.

Dietary Needs and Habits

They feed on dreams, desires, and ambitions.

Additional Information

Average Intelligence

Cunning and witty, but not book smart. This weakness is the best way to break through their deceptions- with the power of facts and logic

Perception and Sensory Capabilities

Standard senses
Vision is unnafected by sandstorms
Small Abberation, Neutral Evil
AC: 10, MOV: 30ft (60ft fly), HP: 30
STR: 12, DEX: 14, CON: 14, INT: 10, WIS: 16, CHR: 18
Skills: deception +7, Insight+6,
Languages: primordial, common
Challenge: 1 (200exp)
Features:
Damage resistances: water (if using), fire, force, bludgeoning/slashing/piecing damage from mundane weapons not made of gold 
Damage immunities: bludgeoning/slashing/piecing damage from creatures that cannot see it
Damage vulnerabilities: wind (if using), psychic
Formless being: only a ethereal pip comprises thier prime form. As a bonus action, they may possess the image of a hallucination currently or about to affect a creature within 150ft of them (this may alter the Living Mirage's size catagory depending on the illusion possessed). While taking the form of a hallucination, they become corpoeral and visible only to the hallucinating creature, so long as that creature believes the mirage is real. However, any interaction with the living mirage fails to hydrate or nourish the living mirage, and can sometimes harm them (see actions). The Living Mirage cannot ressume it's normal form unless it has fed on an unconcious sapient creature. 
Just a Mirage: if the affected creature passes a DC14 wisdom saving throw, they realise the creature is merely an illusion. Attacks this creature makes against any creature that does not believe it is real deal only half damage.
Variable weapons: while the Living mirage has a variety of actions it can theoretically perform, it is limited by the form or the mirage it possesses.
Average Physique
Dependant on their form somewhat, but generally above average compared to a standard mortal humanoid.
Body Tint, Colouring and Marking
Golden yellow (prime form)
Geographic Distribution
Actions:

Multiattack: the Living Mirage makes 2 melee attacks it's form is capable of Natural weapon: +4 to hit (STR), 5ft reach, one target. Hit: 1D8+1 of slashing, bludgeoning, or piercing damage (depending on what the form may allow)
Weapon attack: +4 to hit (STR) or+5 to hit (DEX) if weapon is versatile. range and damage is based on the weapon
Magic attack: +7 to hit (CHR). range 100ft, one target. Hit: 3D6+4 of an 'elemental' damage type (fire,cold,lightning, earth,water,-ect, but not natural elements such as poison, acid, psychic, ect)
Offer beverage: special. the Living mirage offers a beverage in a manner it is capable. It makes a deception check challenged by the target creature's wisdom save. On a failing save, that creature takes 4D8+4 psychic damage, but does not realise they have been hurt. Instead, the affected creature feels quenched until they overcome the Living Mirage's deceptionary form.
Loot:
1D10+4 silvercoins  (90%), 1D12+4 x electrum coins (70%), 1 waterskin filled with fresh water (50%), 2D6+4 gold coins (35%), golden Scimitar (15%)

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