Mirage-bound Elemental - AI-generated fantasy Monster

Mirage-bound Elemental

The elemental was once a guardian of a desert crossing, tasked with guiding travelers between oases. When its master vanished, the command to protect the road became corrupted. Now it believes that anyone who reaches the far side of the dunes has escaped its protection and must be turned back. Some scholars claim the elemental can be freed by showing it a true map of the road it was created to guard.

LargeElemental(Elemental)CR Challenge Rating 5Neutral

Mirage-bound Elemental

controllerelementaldesertairmirageforced movementsolo monster
HP95AC+7SPD30 ft., Fly 90 ft. (hover)CR5 (1,800 XP)PerceptionStealth
STR
14
DEX
18
save
CON
18
INT
12
WIS
16
save
CHA
15
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. A creature whose space the elemental enters can make an opportunity attack against it, but the attack is made with disadvantage. The elemental cannot end its turn inside another creature or an object.
Whirling Escape. The elemental does not provoke opportunity attacks when it flies out of an enemy's reach.
Mirage Sight. The elemental can see through its own mirages and has advantage on saving throws against being blinded, charmed, or frightened.
Desert Distortion. The elemental has advantage on Dexterity (Stealth) checks made in sand, dust, smoke, fog, or other areas of visual distortion.
Multiattack. The elemental makes two Mirage Touch attacks.
Mirage Touch. Melee Spell Attack: to hit, reach 10 ft., one target. Hit: 10 () bludgeoning damage plus 4 () psychic damage. If the target is Large or smaller, the elemental can move it up to 10 feet in any direction. A creature moved into the air falls normally unless it can fly or otherwise prevent the fall.
Whirlwind. The elemental creates a 10-foot-radius, 30-foot-tall cylinder of swirling sand and air centered on a point it can see within 90 feet. Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 14 () bludgeoning damage, is pushed up to 15 feet in a direction of the elemental's choice, and is knocked prone. On a successful save, it takes half as much damage and is not pushed or knocked prone. The area becomes heavily obscured until the start of the elemental's next turn. The whirlwind lasts until the end of the elemental's next turn.
False Horizon. When a creature the elemental can see within 30 feet is moved by a spell, attack, or effect, the elemental can reduce that movement to 0 and teleport the creature to an unoccupied space within 10 feet of its original position. The creature must succeed on a Wisdom saving throw or be disoriented until the end of its next turn, giving it disadvantage on its next attack roll or ability check.
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