Mamura

Small Aberration (fey), neutral evil (CR 6)

Armor Class 16 natural armor

Hit Points 97 (13d6+52)🎲

Speed 20 ft., fly 30 ft.


STR

8 (-1)

DEX

18 (+4)

CON

19 (+4)

INT

17 (+3)

WIS

11 (+0)

CHR

16 (+3)


Skills acrobatics 7, perception 6, stealth 7

Senses darkvision 60 ft., passive Perception 16

Languages Common, Elvish, Goblin, Sylvan, Void Speech

Challenge Rating 6

Actions

Multiattack.

The mamura makes three claw attacks and one whiptail sting attack.

Claw.

Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 round. The poison duration is cumulative with multiple failed saving throws.

Whiptail Stinger.

Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage. If the target is also poisoned by the mamura's claws, it takes another 1d6 poison damage at the start of each of its turns while the poisoning remains in effect.


sizeSmall

typeAberration

group

alignmentneutral evil

strength_save

dexterity_save7

constitution_save7

intelligence_save

wisdom_save

charisma_save6

perception6

damage_vulnerabilities

damage_resistancesbludgeoning, piercing, and slashing from nonmagical attacks

damage_immunities

condition_immunities

cr6

reactions

legendary_desc

legendary_actions

special_abilitiesname: All-Around Vision,desc: Attackers never gain advantage on attacks or bonus damage against a mamura from the presence of nearby allies.,name: Magic Resistance,desc: The mamura has advantage on saving throws against spells and other magical effects.,name: Friend to Darkness,desc: In darkness or dim light, the mamura has advantage on Stealth checks. It can attempt to hide as a bonus action at the end of its turn if it's in dim light or darkness.,name: Distraction,desc: Because of the mamura's alien and forbidding aura, any spellcaster within 20 feet of the mamura must make a successful DC 14 spellcasting check before casting a spell; if the check fails, they lose their action but not the spell slot. They must also make a successful DC 14 spellcasting check to maintain concentration if they spend any part of their turn inside the aura.,name: Flyby,desc: The mamura doesn't provoke an opportunity attack when it flies out of an enemy's reach.

spell_list

page_no284

document__license_urlhttp://open5e.com/legal

document__slugtob

document__titleTome of Beasts

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/

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Tome of Beasts, page no. 284
Other formats: JSON

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