Clay Cyanide EncountersFree, tier-scaled 5e encounters and drop-in VTT tokens for every miniature we sculpt.1,100+ creaturesFoundry, Roll20 & OwlbearSculpting minis since 2020Always free
Home Catalog Dark Fantasy Monsters Elmre, West Mushroom Guardian
Elmre, West Mushroom Guardian — Dark Fantasy Monsters STL miniature by Clay Cyanide

Elmre, West Mushroom Guardian

Dark Fantasy Monsters
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community300 views · 13 likes

Elmre, West Mushroom Guardian — The Encounter

The west grove's spore-crowned warden of root and rot · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Elmre, West Mushroom Guardian

In the grimoires of grove-wardens, Elmre is named the Warden of the West Stand, eldest of the mushroom guardians who keep the rotting heartwood at the forest's failing edge. Where the old trees fall and the dark mold creeps in, such guardians rise from the mycelium that threads every root and corpse-log, knitting bark and fungus into a shape that walks. Elmre does not hunt; it tends. It carries the spore-pods that reseed dead ground, and it tolerates no axe, fire, or poacher within the bounds it has claimed since the grove was young. Those who pass with quiet hands and leave the deadwood undisturbed are ignored, even guided to clean water. Those who burn or fell are answered with a bloom of choking spores and the slow, patient crush of roots. Foresters say the cap glows brightest on nights when something in the wood is dying, as though Elmre stands vigil over the passage from living thing to fertile rot.

Run Elmre, West Mushroom Guardian in Sixty Seconds

Elmre, West Mushroom Guardian

Large plant, neutral

CR 6 · 2,300 XP · GUIDELINE
AC 16 (barkbound hide) HP 126 (12d10+60) Speed 30 ft.
STR19+4
DEX9-1
CON20+5
INT8-1
WIS15+2
CHA11+0
SavesCon +8, Wis +5
SkillsPerception +5, Stealth +2 (in forest)
Resistbludgeoning, piercing
Immpoison; poisoned
Sensesdarkvision 60 ft., passive Perception 15
LanguagesSylvan, understands Common but speaks in spore-scent

False Appearance. While the guardian remains motionless among trees or fungal growth, it is indistinguishable from an ordinary giant mushroom.

Spore Bloom. Signature. The glowing pods studding Elmre's body burst when struck. The first time each turn the guardian takes piercing or slashing damage, a 10-foot radius around it fills with choking spores until the start of its next turn. A creature that ends its turn in that area must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn.

Rooted Vigor. If the guardian has not moved on its turn, it regains 10 hit points at the start of its next turn, drawing nourishment from the soil.

Actions

Multiattack. The guardian makes two Root-Claw attacks. It can replace one with Spore Cloud if available.

Root-Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8+4) slashing damage, and a Large or smaller target is grappled (escape DC 14) by clutching rootlets.

Spore Cloud (Recharge 5-6). The guardian exhales a 30-foot cone of luminous spores. Each creature in the area must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage and becoming poisoned for 1 minute on a failure, or half damage and no poisoning on a success. A poisoned creature repeats the save at the end of each of its turns.

Bonus Actions & Reactions

Spore Veil. Reaction. When a creature the guardian can see hits it with a melee attack, it releases a puff of haze; the attacker must succeed on a DC 14 Constitution saving throw or have disadvantage on its next attack roll before the end of its next turn.

A towering colossus of braided roots and weathered bark, crowned by a vast luminous mushroom cap and studded with pulsing yellow spore-pods; beneath the cap a pale skull-like face glows in the gloom of the west grove.

Elmre, West Mushroom Guardian, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 13 HP 38 (scaled ×0.6) Speed 30 ft.
STR19+4
DEX9-1
CON20+5
INT8-1
WIS15+2
CHA11+0

Spore Tender (signature). Once per short rest, Elmre, West Mushroom Guardian releases healing spores; one creature within 10 feet regains 1d8+3 hit points and is cured of the poisoned condition.

Actions

Cap Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage.

Reactions

Bursting Pod. When an ally within 5 feet is hit by an attack, Elmre, West Mushroom Guardian pops a pod; the attacker must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.

A knee-high mushroom sprite split from Elmre's own cap, scuttling on rootling legs to mend what the warden cannot reach.

Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.

How It Fights — by Tier

Same creature, scaled threat. The traits never change; only the numbers move.

Tier 1Levels 1-4 · GUIDELINE
AC14HP6d10+18 (51) To-hit+4Save DC12

Open from cover using False Appearance, then grapple the nearest melee fighter with Root-Claw to anchor the line. Save Spore Cloud for when the party clusters at range. Pair it with fungal swarms or a grove druid; it is a tanky anchor, not a closer.

Tier 2Levels 5-10 · NATIVE
AC16HP12d10+60 (126) To-hit+7Save DC14

Plant it on the soil so Rooted Vigor ticks and let the party come; grapple the striker, then exhale Spore Cloud the moment two or more cluster. Kill-priority for the party should be ranged DPS, since melee feeds Spore Bloom every round. Best run alongside a flagship grove boss or a pack of fungal minions.

Tier 3Levels 11-15 · GUIDELINE
AC18HP18d10+108 (207) To-hit+9Save DC16

As a high-tier add, it locks down the front line: grapple, hold ground for Rooted Vigor, and saturate the cluster with Spore Cloud and Spore Bloom. Give it minions or a larger threat to capitalize on the poisoned condition; it pressures and zones but cannot out-act a full party alone.

Put Elmre, West Mushroom Guardian on the table

Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.

Get the STL on MyMiniFactory →

Clay Cyanide Companion Rules v1

How a bound creature acts

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Elmre, West Mushroom Guardian?

Elmre is built as a Challenge Rating 6 plant (2,300 XP) at its native Tier 2, tuned for a party of levels 5-10. Tier 1 and Tier 3 stat lines are provided so you can drop it into a lower or higher table without rebuilding it.

Can Elmre be a companion or ally?

Elmre itself is a Large guardian best used as an adversary or a neutral grove-warden the party must earn passage from. For an allied option, use its split-off sprite Brightcap, Bound (AC 13, 38 HP), which tends and heals rather than fights.

How do I keep the spore mechanics from grinding the fight to a halt?

Track Spore Bloom only once per turn and resolve it when a creature ends its turn in the cloud, so it never stacks mid-turn. Roll Spore Cloud's recharge openly so players can plan around it, and remember the poisoned condition lets them save out at the end of each turn.

Tell Us How It Ran

Played Elmre, West Mushroom Guardian at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included