Mirage

Medium • Elemental • Chaotic Neutral

Armor Class 13

Hit Points 44 (8d8 + 8)

Speed 0 ft., fly 60 ft. (hover)

Initiative +3 (13)

STRDEXCONINTWISCHA
10 (+0)17 (+3)12 (+1)10 (+0)12 (+1)14 (+2)

Skills Investigation +2, Perception +3

Damage Resistances lightning, thunder; bludgeoning, piercing, slashing

Damage Immunities poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60 ft., passive Perception 13

Languages Auran

CR 3 (XP 700; PB +2)

A swirling, ethereal form made of rainbow-colored mist and cosmic light.

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Avoidance. If the elemental is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the save and half damage if it fails. It can't use this trait if it is incapacitated.

Refracted Light. Constitution Saving Throw: DC 11, each creature in a 10-foot emanation originating from the elemental when it takes radiant damage. Failure: The target becomes blinded until the end of their next turn. Failure or Success: The elemental's Fata Morgana ability stops functioning.

ACTIONS

Multiattack. The elemental makes two Slam attacks.

Slam. Melee Weapon Attack: +5, reach 5 ft. Hit: 10 (2d6 + 3) bludgeoning damage.

Fata Morgana. The elemental creates the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube and hides within. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects, but the elemental can move the image as it desires (no action required). The image appears centered on the elemental and moves with it. It lasts until the elemental dismisses it as a bonus action or uses this ability again. A creature can use its action to examine the image with a DC 12 Intelligence (Investigation) check. If the check succeeds, the target realizes that the image is an illusion, and it can perceive the elemental. For creatures who haven't perceived the elemental, it counts as hidden.

Mirage

Medium • Elemental • Chaotic Neutral

Armor Class 12

Hit Points 18 (4d8)

Speed 0 ft., fly 60 ft. (hover)

Initiative +2 (12)

STRDEXCONINTWISCHA
10 (+0)15 (+2)10 (+0)10 (+0)10 (+0)12 (+1)

Skills Investigation +2, Perception +2

Damage Resistances lightning, thunder; bludgeoning, piercing, slashing

Damage Immunities poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60 ft., passive Perception 12

Languages Auran

CR 1/2 (XP 100; PB +2)

A swirling, ethereal form made of rainbow-colored mist and cosmic light.

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Avoidance. If the elemental is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the save and half damage if it fails. It can't use this trait if it is incapacitated.

Refracted Light. Constitution Saving Throw: DC 10, each creature in a 10-foot emanation originating from the elemental when it takes radiant damage. Failure: The target becomes blinded until the end of their next turn. Failure or Success: The elemental's Fata Morgana ability stops functioning.

ACTIONS

Slam. Melee Weapon Attack: +4, reach 5 ft. Hit: 6 (1d8 + 2) bludgeoning damage.

Fata Morgana. The elemental creates the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube and hides within. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects, but the elemental can move the image as it desires (no action required). The image appears centered on the elemental and moves with it. It lasts until the elemental dismisses it as a bonus action or uses this ability again. A creature can use its action to examine the image with a DC 11 Intelligence (Investigation) check. If the check succeeds, the target realizes that the image is an illusion, and it can perceive the elemental. For creatures who haven't perceived the elemental, it counts as hidden.

Mirage

Medium • Elemental • Chaotic Neutral

Armor Class 14

Hit Points 97 (15d8 + 30)

Speed 0 ft., fly 60 ft. (hover)

Initiative +4 (14)

STRDEXCONINTWISCHA
10 (+0)19 (+4)14 (+2)10 (+0)14 (+2)16 (+3)

Skills Investigation +3, Perception +5

Damage Resistances lightning, thunder; bludgeoning, piercing, slashing

Damage Immunities poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60 ft., passive Perception 15

Languages Auran

CR 6 (XP 2,300; PB +3)

A swirling, ethereal form made of rainbow-colored mist and cosmic light.

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Avoidance. If the elemental is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the save and half damage if it fails. It can't use this trait if it is incapacitated.

Refracted Light. Constitution Saving Throw: DC 13, each creature in a 10-foot emanation originating from the elemental when it takes radiant damage. Failure: The target becomes blinded until the end of their next turn. Failure or Success: The elemental's Fata Morgana ability stops functioning.

ACTIONS

Multiattack. The elemental makes two Slam attacks.

Slam. Melee Weapon Attack: +7, reach 5 ft. Hit: 22 (4d8 + 4) bludgeoning damage.

Fata Morgana. The elemental creates the image of an object, a creature, or some other visible phenomenon that is no larger than a 30-foot cube and hides within. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects, but the elemental can move the image as it desires (no action required). The image appears centered on the elemental and moves with it. It lasts until the elemental dismisses it as a bonus action or uses this ability again. A creature can use its action to examine the image with a DC 14 Intelligence (Investigation) check. If the check succeeds, the target realizes that the image is an illusion, and it can perceive the elemental. For creatures who haven't perceived the elemental, it counts as hidden.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.