Mushroom Kobin
Mushroom Kobin — The Encounter
Spear-bearer of the spore-tribe, red-capped and silent · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Mushroom Kobin
Of the Ashitake spore-tribe little is written, for they keep no ink and speak in drifting scent. They rise from the deep-mast of old forests where rot turns rich, sprouting as the toadstool sprouts: silently, overnight, in rings about the elder fungus. The kobins are the tribe's spear-bearers, sent to the wood's edge to watch the trails and turn back any axe that comes hunting their groves. They feel no malice toward travellers who pass with respect, but a kobin will plant its spear and stand its ground against fire, against blade, against any who break the fairy-ring. Those struck by spore-tipped spears tell of a creeping numbness and of dreams thick with the smell of damp earth. When a kobin falls, its cap splits and gives back to the loam the spores it carried, and within a season, where it died, three more red caps push up through the leaf-litter to take its watch.
Run Mushroom Kobin in Sixty Seconds
- Add-on, not a boss. Field Mushroom Kobins in packs of 2-4 guarding a grove or escorting a bigger fungal threat; they are skirmishers, not a solo fight.
- Open at range. Lob Spore-Spears from cover for the first round, then close to reach 10 ft. and flank for the poison rider every turn.
- Kill-priority is the poisoned target. The extra 1d6 poison stacks fastest if you keep hammering whoever already failed, and spellcasters who can't shake poisoned lose concentration.
- When one drops, lean in. A dying kobin's Spore Burst poisons and obscures a 5-ft. radius, so let it die next to clustered PCs, not off alone.
- Three ways to run it: a wary woodland gate-guard that warns before it fights; a silent ambush from a fairy-ring; or a disciplined skirmish line covering a spore-warden's retreat.
Mushroom Kobin
Small plant, neutral
CR 2 · 450 XP · GUIDELINESpore Burst. When the kobin drops to 0 hit points, its cap ruptures. Each creature within 5 feet must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn, and the area becomes lightly obscured by drifting spores until the start of the kobin's next turn (if any allies remain).
Forest Tread. The kobin ignores difficult terrain made of plants, fungus, and undergrowth, and has advantage on Dexterity (Stealth) checks made in any natural setting.
Actions
Multiattack. The kobin makes two Spore-Spear attacks.
Spore-Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6) poison damage.
Bonus Actions & Reactions
Skittering Retreat. When a creature ends its turn within 5 feet of the kobin, the kobin can use its reaction to move up to half its speed without provoking opportunity attacks.
A knee-high mushroom-person in white woven robes and a crimson scarf, its red-and-white cap pulled low over a dark, eyeless face lit by two smouldering red points, gripping a slender spear taller than itself.
Mushroom Kobin, Bound
Companion · acts on your initiative
Bound · GUIDELINESpore Sense (signature). Mushroom Kobin can pinpoint the location of any creature within 30 feet that is not behind total cover, even while blinded.
Actions
Jab. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Reactions
Calming Spores. When an ally within 10 feet must make a saving throw against being frightened or charmed, Mushroom Kobin can release soothing spores, granting that ally advantage on the save.
A smaller, paler kobin that has chosen a wanderer's side, padding at their heel and tasting the air for threats with its silent cap.
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.
Open from cover at range with Spore-Spear, then close to flank. When a target clusters with allies, focus the one already poisoned to stack the 1d6 every round. Run kobins in pairs or threes guarding a fungal grove, and let the dying one's Spore Burst soften whoever lands the kill.
Scale up as elite tribe-veterans flanking a larger spore-warden or treant-like boss. Open at range, then skirmish in and out with Skittering Retreat to deny the party clean hits. Kill-priority is the healer; pair a half-dozen with one bigger threat rather than fielding them alone.
At this tier the kobin is a champion-guard of a fungal lair, never the centerpiece. Stack two or three around a boss myconid sovereign so the party must fight through poison and obscuring spore-bursts. Keep them mobile with Skittering Retreat and let them protect the flagship threat behind them.
Put Mushroom Kobin 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
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Mushroom Kobin?
Its home tier is a CR 2 Tier 1 build (AC 14, 45 HP, +4 to hit, save DC 12, about 12-18 damage a round across two Spore-Spears). The block also gives scaled Tier 2 and Tier 3 lines so it can join higher-level fights as an elite guard.
Can Mushroom Kobin be a companion or ally?
Yes. Use the bound companion 'Caplet' (AC 13, 27 HP) as a quiet spore-folk ally that senses hidden foes and shields its partner from fear and charm, or simply run a friendly grove-guard kobin as an NPC escort.
Is the Mushroom Kobin solo-capable?
No. It has no legendary actions and only a single skirmish reaction, so a party out-acts one easily. Run it as an add-on in numbers alongside a larger fungal boss for the best encounter.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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