Echo Lure (recharge 5-6). The Wailing Mirage mimics a familiar voice. One creature within 60 ft must succeed on a DC 13 Wisdom saving throw or use its reaction to move 10 ft toward the sound. It also has disadvantage on Wisdom (Perception) and (Insight) checks until the start of its next turn.
Aura Flicker Field. While within 10 feet of the Wailing Mirage, creatures cannot benefit from healing via Aura- or Semblance-based abilities. Non-magical healing and potions still work.
Shimmer Step (1/Day). As a bonus action, the Mirage may teleport up to 30 ft to a space it can see. It leaves behind a flickering afterimage that vanishes at the end of the round.
Needle Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 2d6 + 2 slashing damage.
If the target fails a DC 12 Constitution saving throw, they can’t use reactions until the start of their next turn.
Flicker Pounce (Recharge 5–6).
The Wailing Mirage teleports behind a creature it can see within 20 ft and makes one Needle Claw attack.
If it hits, the target must make a DC 12 Wisdom saving throw or take 1d4 psychic damage and have disadvantage on its next attack roll.
Shatter Cry (Recharge 6). The Mirage emits a psychic shriek. Each creature within 15 ft must make a DC 13 Constitution saving throw, taking 2d6 psychic damage on a failed save, or half on a success. On a failed save, the creature is also dazed (can’t use reactions) until the end of its next turn.
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