Mamura
Attackers never gain advantage on attacks or bonus damage against a mamura from the presence of nearby allies.
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.
The mamura doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
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.
The mamura has advantage on saving throws against spells and other magical effects.
Actions
Mamura
Not yet described
Duplication and Templates
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