b'Mirager \n'b'  Medium   fey ,  neutral evil  \n'b'  Armor Class  13  Hit Points  78 (12d8 + 24)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  16 (+3)  CON:  14 (+2)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Deception  +6,  Performance  +8,  Perception  +4  Senses   darkvision  60 ft., passive  Perception  14  Languages  Common, Sylvan  Challenge  3 (700 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Sensuous Grace . The mirager moves with a flowing grace that Humanoids find appealing. If the mirager moves at least 10 feet on its turn, each Humanoid within 30 feet of it that can see it must succeed on a DC 14  Charisma  saving throw or be  charmed  until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The mirager makes two Slam attacks. If both Slam attacks hit a Medium or smaller creature, the target is also  grappled  (escape DC 13). The mirager can grapple only one creature at a time. \n'b'  Slam .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) bludgeoning damage. \n'b'  Thirsting Kiss .  Melee Spell Attack : +6 to hit, reach 5 ft., one willing creature, or a creature that is  grappled  by the mirager,  incapacitated , or  restrained .  Hit : 22 (4d8 + 4) necrotic damage, and the mirager gains  temporary hp  equal to half that amount. \n'b'  Blow Kiss . The mirager blows a kiss at a creature  charmed  by it. The target must make a DC 14  Charisma  saving throw. On a failure, a creature takes 17 (5d6) psychic damage and is  stunned  until the end of its next turn. On a success, a creature takes half the damage and the  charmed  condition immediately ends on it. \n'b'  Illusory Appearance . The mirager covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and Humanoid shape. The illusion ends if the mirager takes a bonus action to end it or if the mirager dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the mirager could appear to have smooth skin, but someone touching it would feel its rough, sand-like skin. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20  Intelligence  ( Investigation ) check to discern that the mirager is disguised. \n'b'  Spellcasting . The mirager casts one of the following spells, requiring no material components and using  Charisma  as the spellcasting ability (spell save DC 14):\n'b'\n'b'\n'b'  3/day :  charm person  \n'b'  1/day each :  hallucinatory terrain  (as an action),  suggestion  \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Sand Dancer . While in sandy terrain, the mirager takes the  Dash  or  Disengage  action. \n'b'\n'b' ABOUT \n'b' Diaphanous veils cover a graceful woman, flowing like water across her as she dances through the dust. \n'b'  Humanoid Sand . Cursed with crumbling, sandy bodies by a long-since-forgotten fey lord, miragers rely on blood and moisture from mortal creatures to replenish and sustain their forms. With such sustenance hard to acquire in their desert homes, miragers don\xe2\x80\x99t gather in groups and can be particularly vicious when starved. Some miragers might make bargains or forge friendships with mortal creatures, but the mirager\xe2\x80\x99s everpresent need for blood and moisture means such alliances rarely survive the dry season. \n'b'  Enticing Illusion . A mirager can take on the guise of a lovely man or woman with luminous eyes, delicate features, and seductive garments. Whatever its form, a mirager dresses in veils and flowing robes that accentuate its enticing beauty.'