b'Mamura \n'b'  Small   aberration ,  neutral evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  112 (15d6 + 60)  Speed  20 ft., fly 30 ft.\n'b' STATS STR: 8 (-1) DEX:  18 (+4)  CON:  19 (+4)  INT:  17 (+3)  WIS:  11 (+0)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +7,  Con  +7,  Cha  +6  Skills   Acrobatics  +7,  Perception  +6,  Stealth  +7  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Senses   darkvision  60 ft., passive  Perception  16  Languages  Common, Goblin, Sylvan, Void Speech  Challenge  6 (2,300 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  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. \n'b'  Flyby . The mamura doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b'  Magic Resistance . The mamura has advantage on saving throws against spells and other magical effects. \n'b'  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\xe2\x80\x99t  blinded , creatures attacking it can\xe2\x80\x99t benefit from traits and features that rely on a creature\xe2\x80\x99s allies distracting or surrounding the mamura, such as the Pack Tactics trait or Sneak  Attack  class feature. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The mamura makes three Claw attacks and one Whiptail Stinger  attack . \n'b'  Claw .  Melee Weapon Attack : +7 to hit, range 5 ft., one target.  Hit : 8 (1d8 + 4) slashing damage. \n'b'  Whiptail Stinger .  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. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Shadow Stealth . While in dim light or darkness, the mamura takes the  Hide  action. \n'b'\n'b' ABOUT \n'b' This atrocity combines the worst elements of a dead frog and a rotting fish. Its slimy, scaly, vaguely humanoid form has eyes and three clawed arms arranged radially about its body. Its green, bat-like wings seem too small to work, yet it flies well. \n'b' Twisted Field Sprites. Mamuras are the twisted faeries of magical wastelands and barren plains. They were once good-aligned, pixie-like fey called \xe2\x80\x9cpolevoi,\xe2\x80\x9d or \xe2\x80\x9cfield sprites.\xe2\x80\x9d At some point, they swore their souls to a dark goddess and were corrupted by her foul magic. Now they are twisted, alien things. \n'b'  Cross-Dimensional . The mamura is one degree out of phase with reality. It appears blurry and indistinct even in bright light, and it seems translucent in dim light. They babble constantly, but their talk is mostly nonsense. Their minds operate in multiple dimensions in time as well as space, and this allows them to talk to and understand creatures of the Void. Because of this, their babble may be prophetic for the few who can decipher it. \n'b'  Prophetic Followers . They occasionally align themselves with powerful goblin tribes or evil wasteland sorcerers for their own unknowable purposes.'