Mushroom Moroak
Mushroom Moroak — The Encounter
Hooded forager of the spore-lit dark, brewer of breath · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Mushroom Moroak
Where the deep wood rots sweet and the ground breathes a faint blue glow, the moroaks shuffle in single file, gathering. They are not beast nor true folk, but the will of the spore made to walk — caps grown over a hollow of woven mycelium, robes spun from the felt of decay. The tribes call them gleaners, for they harvest the dead: every fallen leaf, every drowned thing, every traveler who lay down and did not rise is carried off in their little pouches to be returned to the loam. Pilgrims who wander the glowing groves speak of a soft clicking that follows them, and of dreams that come unbidden — visions of green light and patient growth — should they breathe too deeply of the air a moroak has passed through. Harm one and its kin emerge from the mushroom-beds as if the ground itself had budded teeth, releasing their breath in clouds that turn the bravest hand to slow surrender.
Run Mushroom Moroak in Sixty Seconds
- Hold for the cluster — don't waste Hallucinogenic Puff early; wait until two or more PCs bunch up, then drop it for the incapacitate.
- Open from hiding — Fungal Camouflage lets it start the fight unseen in any mushroom bed; lead with surprise, not a charge.
- Kill-priority is the crowder — it pokes whoever stands adjacent, then Burrows Away as a bonus reaction so melee can't pin it.
- When bloodied, hug the front line — Spore Cloud triggers every time it's hit, so standing in the melee actually punishes the party.
- Three ways to run it — lone skittish forager, a poison-stacking swarm of 3-5, or the living lair around a fungal boss.
Mushroom Moroak
Small plant, neutral
CR 2 · 450 XP · GUIDELINESpore Cloud. The first time the moroak takes damage on a turn, it releases a puff of choking 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.
Fungal Camouflage. The moroak has advantage on Dexterity (Stealth) checks made to hide in any terrain with mushrooms, undergrowth, rot, or damp earth.
Actions
Multiattack. The moroak makes one Spore-Staff attack and uses Hallucinogenic Puff if it is available.
Spore-Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 1) bludgeoning damage plus 3 (1d6) poison damage.
Hallucinogenic Puff (Recharge 5–6). The moroak hurls a pouch of dream-spores at a point within 30 feet. Each creature in a 10-foot radius must make a DC 12 Wisdom saving throw. On a failure, a creature takes 7 (2d6) poison damage and is incapacitated until the end of its next turn as waking visions swarm it; on a success, it takes half damage and is not incapacitated.
Bonus Actions & Reactions
Burrow Away. When a creature ends its turn within 5 feet of the moroak, the moroak can move up to half its speed without provoking opportunity attacks, sinking briefly into loose earth or fungus.
A knee-high figure shrouded in mildewed robes, its face a hollow shadow beneath a great blue toadstool cap, leaning on a forager's staff with a spore-pouch slung at its hip.
Mushroom Moroak, Bound
Companion · acts on your initiative
Bound · GUIDELINESoothing Spores (signature). As a bonus action, the spore-kin releases gentle motes. One creature within 10 feet gains 3 (1d6) temporary hit points and may end one effect causing it to be poisoned.
Actions
Staff Tap. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) bludgeoning damage.
Reactions
Veil of Spores. When an ally within 10 feet is hit by an attack, the spore-kin puffs a screening cloud, imposing disadvantage on the next attack roll against that ally before the start of the spore-kin's next turn.
A smaller, paler moroak that has imprinted on a kind traveler, trailing them with quiet clicks and a pouch full of useful rot.
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 with Hallucinogenic Puff on the tightest cluster of PCs, then click and skitter. When struck, let Spore Cloud poison the front line and Burrow Away out of reach. Kill-priority is whoever crowds it — these are skirmish add-ons, so run 3-5 alongside a bigger fungal threat rather than alone.
Lead with the puff to incapacitate a caster, then peck with the Spore-Staff and retreat each round. Bloodied, hug allies so Spore Cloud blankets them. Pair a pack of these with a spore-lord or fungal giant; they exist to soften and poison, not to anchor a fight.
Run a whole grove of them as the lair around a true mushroom-lord. Open with overlapping Hallucinogenic Puffs to chain-incapacitate the party, then stack Spore Cloud auras so every melee swing risks poison. Kill-priority for the DM: keep them spread so no single AoE clears the swarm — always pair with a bigger threat.
Put Mushroom Moroak 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 Moroak?
Natively CR 2 (Tier 1, ~450 XP): AC 13, 45 HP, +4 to hit, save DC 12. The stat block scales to CR 6 (Tier 2) and CR 11 (Tier 3) using the same traits and actions with bigger numbers.
Can Mushroom Moroak be a companion or ally?
Yes — the Spore-Kin, Bound companion block (AC 12, 27 HP) plays a gentle support imprint: Soothing Spores grants temporary hit points and clears the poisoned condition, while Veil of Spores screens an ally from an incoming attack.
Is Mushroom Moroak a good solo boss?
No. It has no legendary actions and a thin action economy, so a four-PC party out-acts it instantly. Run it as an add-on — a swarm of foragers or the lair-dressing around a larger fungal threat.
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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