Mushroom Luma
Mushroom Luma — The Encounter
Hooded spore-sprite of the glowing forest floor · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Mushroom Luma
Where the deep wood rots sweetest, the lumas rise—small hooded things grown from cap and mycelium, kin to the glowing forest and the quiet folk who tend it. They are not born so much as gathered, a knot of spore and dew that learns to walk and to wonder. A luma wanders the dark between roots, its mantle shedding a gentle radiance that draws moths, lost children, and the occasional fool. It means little harm; it merely guards the patch that made it, and any boot that crushes its kindred will find the air suddenly thick with luminous, choking dust. Folk of the Ashitake groves leave offerings of bark and rain to keep the lumas glowing, for a grove gone dark is a grove gone sour. Hunters learn the hard rule of the glow: what shines so prettily in the gloom has teeth of poison, and a swarm of the little hooded ones can blind a war-band and leave it stumbling among the toadstools.
Run Mushroom Luma in Sixty Seconds
- Hold its glow as bait — the Bioluminescent Glow draws the party in; let them come to the toadstool patch before the lumas reveal themselves.
- Open with Dazzling Burst on a cluster — the 15-ft cone blinds, so fire it when two or more PCs are bunched, then follow with Spore-Touch.
- Kill-priority is the back-line caster — blind the blaster or healer first; a blinded spellcaster with attack rolls is half a threat.
- When bloodied, Drift Away and regroup — it's a skirmisher, not a brawler; reposition behind cover so it isn't focus-fired, and keep the Spore Cloud punishing melee.
- Three ways to run it — lone curiosity guarding its grove, a poison-and-blind swarm of three-plus, or a glowing screen-troop paired with a bigger lair boss.
Mushroom Luma
Small fey, neutral
CR 2 · 450 XP · GUIDELINEBioluminescent Glow. The luma sheds dim light in a 10-foot radius. Creatures that rely on this light to see treat the luma as if it had advantage on Stealth checks made elsewhere in the gloom, and a creature within the glow can't benefit from being unseen against it.
Spore Cloud. Signature. When the luma takes damage, it releases a puff of luminous spores. Each creature within 5 feet must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn; a poisoned creature is also outlined in faint light (it can't benefit from being invisible) for that duration.
Actions
Multiattack. The luma makes two Spore-Touch attacks, or makes one Spore-Touch attack and uses Dazzling Burst.
Spore-Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) poison damage.
Dazzling Burst (Recharge 5–6). The luma flares its glow in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save and being blinded until the end of its next turn, or half damage and no blindness on a success.
Bonus Actions & Reactions
Drift Away. Reaction. When a creature the luma can see ends a move within 5 feet of it, the luma can move up to half its speed without provoking opportunity attacks.
A tiny cloaked figure barely knee-high, its hood crowned with sprouting blue fronds and its dark face lit by two soft yellow eyes. Its mantle glows with shifting spore-light, painting the forest floor in blue, orange, and gold.
Mushroom Luma, Bound
Companion · acts on your initiative
Bound · GUIDELINEGuiding Glow (signature). While within 10 feet of you, you gain darkvision out to 30 feet, and creatures can't be invisible to you within that range.
Actions
Spore-Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) poison damage.
Reactions
Warding Spores. Reaction. When an enemy within 5 feet hits you with an attack, the luma sprays spores; that enemy must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.
A grove-luma that has bonded to a kindly traveler, trotting at their heel like a glowing lantern with a hood.
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 the gloom so its Glow doesn't betray it, then close to spray Spore-Touch and trigger Dazzling Burst on a cluster. Kill-priority is the squishiest caster—blind them before they blast. These are pack creatures: run two or three together so the Spore Clouds overlap and the party fights half-blind.
Use it as a glowing skirmisher screening a bigger threat—let the front line take a Dazzling Burst to the eyes, then Drift Away behind a fungal wall. It wants enemies bunched for the cone; pair it with a melee bruiser that herds the party together. Pop it last so the Spore Cloud keeps stinging while the boss does the real work.
At this tier the luma is fragile alone—field it in a luminous swarm or a fungal lair where the glow and spores stack, never solo. Lead with Dazzling Burst to blind the back line, then Drift Away to avoid getting focused down. Pair it with a heavier centerpiece monster and let the lumas blind and poison while the big threat lands the killing blows.
Put Mushroom Luma 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 Luma?
Its home stat block is CR 2 (450 XP), a Tier 1 encounter for levels 1–4. The sheet scales up to Tier 2 (~CR 6) and Tier 3 (~CR 11) with only the numbers changing—traits and actions stay identical.
Can Mushroom Luma be a companion or ally?
Yes. The companion block, Luma, Bound, is a friendly grove-luma (AC 13, 27 HP) that grants you darkvision and anti-invisibility through its Guiding Glow, jabs with Spore-Touch, and punishes attackers with Warding Spores.
Why is it not solo_capable?
The luma is a fragile skirmisher with no legendary actions and only one reaction—a four-PC party simply out-acts it. It shines as an add-on: run it in swarms or as a glowing screen for a larger centerpiece monster.
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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