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Mamura

Small · Aberration · CR 6 · Neutral Evil

Armor Class
16 (natural armor)
Hit Points and Hit Dice
112 (15d6 + 60)
Challenge Rating CR
6

Ability Scores

Core attributes and their modifiers.

STR
8
-1
DEX
18
+4
CON
19
+4
INT
17
+3
WIS
11
+0
CHA
16
+3

Overview

Category Monsters
Size Small
Type Aberration
Alignment Neutral Evil
XP 2300
Initiative Bonus +4

Movement

Walk 30 ft (9.1 m)
Fly 20 ft (6.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 16

Saving Throws

Dexterity +7 Constitution +7 Charisma +6

Skills

Acrobatics +7 Perception +6 Stealth +7

Languages

Common, Goblin, Sylvan, Void Speech

Resistances & Immunities

Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks

Traits

Distracting Babble

When a spellcaster that is concentrating on a spell starts its turn within 20 feet of the mamura, the spellcaster must succeed on a DC 15 Constitution saving throw or lose concentration on the spell. In addition, if a spellcaster within 20 feet of the mamura casts a spell, it must succeed on a DC 15 Constitution saving throw or the spell fails to cast, using the action, bonus action, or reaction to cast the spell but not expending the spell slot.

Flyby

The mamura doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Magic Resistance

The mamura has advantage on saving throws against spells and other magical effects.

Radial Eyes

The mamura has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded. In addition, if the mamura isn’t blinded, creatures attacking it can’t benefit from traits and features that rely on a creature’s allies distracting or surrounding the mamura, such as the Pack Tactics trait or Sneak Attack class feature.

Actions

Claw

+7 to hit, range 5 ft (1.5 m). Hit: 1d8+4 slashing damage.

Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Multiattack

The mamura makes three Claw attacks and one Whiptail Stinger attack.

Whiptail Stinger

+7 to hit, range 10 ft (3 m). Hit: 1d8+4 poison damage.

Melee Weapon Attack: +7 to hit, range 10 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage and be poisoned for 1 minute. While poisoned, the creature takes 3 (1d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Shadow Stealth

While in dim light or darkness, the mamura takes the Hide action.

About Mamura

Mamura is a small aberration with a Challenge Rating of 6. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 112 hit points (derived from 15d6 + 60).

Mamura has communication capabilities including Common, Goblin, Sylvan, Void Speech. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Mamura

1 tips available

When using Mamura in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.

Player Guide: Facing Mamura

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Mamura?
Mamura has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is Mamura?
Mamura is a Small Aberration, which affects how certain spells and abilities interact with it.
What languages does Mamura speak?
Mamura can communicate in Common, Goblin, Sylvan, Void Speech.

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