Living MirageA glimmering vision shimmers on the horizon, the very air
coalescing into an oasis that may or may not exist.Living Mirage CR 9Source Bestiary 5 pg. 159, Osirion, Legacy of the Pharaohs pg. 58 XP 6,400 N Gargantuan ooze Init +0; Senses Perception –5DefenseAC 6, touch 6, flat-footed 6 (–4 size) hp 114 (12d8+60) Fort +9, Ref +4, Will -1 Defensive Abilities natural
invisibility; DR 10/magic; Immune sonic, ooze traits; Resist cold 10, fire 10 Weaknesses vulnerable to windOffenseSpeed fly 20 ft. (perfect) Melee touch +5 (8d6 plus
desiccation) Space 20 ft., Reach 20 ft. Special Attacks consuming
mirage (DC 21, 6d6 and
desiccation), desiccation,
project mirage (DC 20)StatisticsStr —, Dex 10, Con 20, Int —, Wis 1, Cha 10 Base Atk +9; CMB +13; CMD 23 Skills Fly +2 SQ gaseousEcologyEnvironment any deserts or oceans Organization solitary Treasure incidentalSpecial AbilitiesConsuming Mirage (Ex) A living mirage can engulf foes (as
per the universal monster ability). A creature engulfed
by a living mirage doesn’t gain the pinned condition and
can move normally—such a creature is not in danger of
suffocating—but as long as it begins its turn engulfed, it’s
subject to desiccation in addition to the damage the attack
causes. The save DC is Constitution-based.
Desiccation (Ex) A living mirage siphons streamers of blood
and other vital fluids away from living creatures it touches
or engulfs. A living creature that takes damage from the
living mirage must succeed at a Constitution check to
avoid the effects of thirst, with a DC equal to either the DC against thirst as if
1 additional hour had passed or half the amount of damage
dealt by the living mirage, whichever is higher. The target
takes a cumulative –1 penalty on this check for each
consecutive round beyond the first it takes damage from
the living mirage. A creature that takes nonlethal damage
from thirst as a result of this ability is fatigued.
Gaseous (Ex) A living mirage has a body composed of
shimmering air. It can pass through small holes or narrow
openings, even mere cracks, but cannot enter water or
other liquid. It has no Strength score, and cannot manipulate
objects as a result.
Natural Invisibility (Ex) A living mirage
remains invisible at all times, even
when attacking. This ability isn’t
subject to the invisibility purge
spell. Against foes that cannot
pinpoint its location, a living
mirage gains a +20 bonus
on Stealth checks when
moving or a +40 bonus
when standing still. These
bonuses are not included
in the statistics above.
Because of its size and
pervasiveness within
the area it occupies, a
living mirage gains only a
20% miss chance due to
its invisibility.
Project Mirage (Ex) As
a standard action, a living
mirage can create an illusory
vision in areas of extreme heat
or reflection—such as a desert,
open ocean, or snow plain—to lure
victims toward it, instinctively using the
victims’ own desires for comfort to form the
illusion. This is a nonmagical mind-affecting glamer effect
that is otherwise identical to hallucinatory terrain and that
the living mirage can dismiss as a swift action. The save
DC to disbelieve the illusion is Charisma-based, and the DC
includes a +4 racial bonus.
Vulnerable to Wind (Ex) A living mirage is treated as if it
were a Small creature for the purposes of determining the
effects high wind has upon it.DescriptionA living mirage is a cloud of shimmering air that dwells in
warm and cold deserts and calm stretches of open ocean.
Although those who have lost loved ones to living mirages
revile them as cruel deceivers, living mirages are in fact
mindless, without any motive beyond feeding on the water
and minerals found in living bodies. They manage to show
hallucinations of what a victim desires not because of any
intelligence on the living mirage’s part, but because the
victim’s own mind generates the illusions.
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