b'Marra \n'b'  Medium   fiend  (shapechanger),  neutral evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  75 (10d8 + 30)  Speed  40 ft.\n'b' STATS STR: 14 (+2) DEX:  15 (+2)  CON:  16 (+3)  INT:  11 (+0)  WIS:  15 (+2)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Animal Handling  +5,  Deception  +6,  Insight  +5,  Stealth  +5  Damage Resistances  psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered  Condition Immunities   frightened   Senses   darkvision  120 ft., passive  Perception  12  Languages  one national language, Abyssal, Infernal, telepathy 60 ft.  Challenge  5 (1,800 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The marra\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 14). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b'  At will : animal friendship, phantasmal force,  sleep  \n'b'  1/day :  dream ,  phantasmal killer  \n'b'  Magic Resistance . The marra has advantage on saving throws against spells and other magical effects. \n'b'  Shapechanger . The marra can use its action to  polymorph  into a moth or back to its true form. While in moth form, the marra is Tiny, has a speed of 5 feet and a fly speed of 40 feet, and can\xe2\x80\x99t speak, but its other statistics are unchanged. Anything the marra is wearing or carrying transforms with it. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The marra makes two attacks with its claws. It can use crushing presence in place of one of these attacks. \n'b'  Claws .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 9 (2d6 + 2) slashing damage. If the target is a creature, it must succeed on a DC 13  Strength  saving throw or fall  prone . \n'b'  Crushing Presence .  Melee Spell Attack : +5 to hit, reach 5 ft., one  prone  creature.  Hit : 13 (3d6 + 3) psychic damage, the marra enters the target\xe2\x80\x99s space and sits on its chest, the target is  grappled  (escape DC 14), and the target must make a DC 14  Constitution  saving throw. If the saving throw fails by 5 or more, the creature is  paralyzed  while  grappled  by the marra. Otherwise, a creature that fails the save is  restrained  and can\xe2\x80\x99t stand up while  grappled  by the marra. If still  restrained  at the end of its next turn, the creature must repeat the saving throw, becoming  paralyzed  on a failure. Each time the creature ends its turn  grappled  by the marra, the marra can deal the creature 13 (3d6 + 3) psychic damage. The marra can grapple only one creature at a time. \n'b'\n'b' ACTIONS \n'b'  Nightmare Spirits . These nocturnal visitors sit on a sleeping victim\xe2\x80\x99s chest, drawing out personal fears and driving poor souls to panic before suffocating them.\xc2\xa0Those who have survived a marra attack testified that when the creature came to visit, the victim felt a heavy weight on their chest before losing the ability to move.\xc2\xa0Survivor accounts also report the marra can shapechange, often becoming moths. In this form, a marra can enter rooms through keyholes or other tiny openings. \n'b'  Night Riders . Marra steal horses and other mounts, riding off into the twilight in search of victims. The animals are left exhausted and covered in sweat by dawn.'