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Mamura

Small · Aberration · CR 6 · Neutral Evil

Source. Tome of Beasts
Armor Class
16 (natural armor)
Hit Points and Hit Dice
97 (13d6+52)
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 20 ft (6.1 m)
Fly 30 ft (9.1 m)
Swim 10 ft (3 m)
Climb 10 ft (3 m)
Crawl 10 ft (3 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, Elvish, Goblin, Sylvan, Void Speech

Resistances & Immunities

Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks

Environments

Caves Ruins Badlands Underworld

Traits

All-Around Vision

Attackers never gain advantage on attacks or bonus damage against a mamura from the presence of nearby allies.

Distraction

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.

Flyby

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

Friend to Darkness

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.

Magic Resistance

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

Actions

Claw

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

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.

Multiattack

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

Whiptail Stinger

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

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.

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 97 hit points (derived from 13d6+52).

Mamura has communication capabilities including Common, Elvish, 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, Elvish, Goblin, Sylvan, Void Speech.

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