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Moro no Oni 2 — Mythological Miniatures STL miniature by Clay Cyanide

Moro no Oni 2

Mythological Miniatures
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community245 views · 5 likes

Moro no Oni 2 — The Encounter

The crouching oni that haunts the gate, eyes like cold lanterns · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Moro no Oni 2

In the old temple registers it is set down as a moro no oni, a gate-haunting demon that takes a froggish, river-cold shape. Such oni were said to keep the flooded approaches below shrine and barrow, where the living seldom tread and the drowned are never counted. It crouches motionless for whole nights at the mouth of a culvert or sluice, mistaken for a knot of weed or a slick of moss, until a foot strays close. Then the wide jaws open and the long claws take, and the pilgrim is dragged down into black water before a prayer can be finished. The priests held that silvered iron and consecrated rope could bind it, and that it would not cross a salted line. Otherwise it answered to nothing but hunger, squatting at the threshold of Ashura's gate, patient as standing water and twice as cold.

Run Moro no Oni 2 in Sixty Seconds

Moro no Oni 2

Large fiend (oni), neutral evil

CR 6 · 2,300 XP · GUIDELINE
AC 16 (scaled hide) HP 126 (12d10+60) Speed 30 ft., swim 30 ft.
STR19+4
DEX13+1
CON20+5
INT9-1
WIS13+1
CHA10+0
SavesCon +8, Wis +4
SkillsAthletics +7, Perception +4, Stealth +4
Resistcold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Sensesdarkvision 90 ft., passive Perception 14
LanguagesCommon, Giant

Amphibious. The oni can breathe air and water.

Gate-Crouch. Signature. While the oni has not moved on its previous turn it is treated as crouched in ambush: it has advantage on the first attack roll it makes each round, and the first creature that ends its turn within 10 ft. of the unmoving oni takes 7 (2d6) slashing damage as it lashes out from its low coil. The oni rises and loses this benefit on any turn it moves more than 5 ft.

Actions

Multiattack. The oni makes two attacks: one with its Bite and one with its Claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (3d6+4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) slashing damage, and the target must succeed on a DC 15 Strength saving throw or be pulled 5 ft. toward the oni.

Bonus Actions & Reactions

Sudden Lunge. When a creature the oni can see moves within 10 ft. of it, the oni can use its reaction to move up to half its speed toward that creature without provoking opportunity attacks.

A hunched, scale-plated oni squats low at the threshold, webbed claws splayed and ember-blue eyes burning beneath a fanged grin. It does not charge; it waits, coiled like a toad of the deep gate, for something soft to wander near.

Moro no Oni 2, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 13 HP 76 (scaled ×0.6) Speed 30 ft., swim 30 ft.
STR19+4
DEX13+1
CON20+5
INT9-1
WIS13+1
CHA10+0

Held Breath (signature). The Watcher does not need to breathe and is immune to being grappled while submerged. It has advantage on Stealth checks made in or beside water.

Actions

Raking Grasp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature.

Reactions

Drag Under. When the Watcher hits a grappled creature, it can use its reaction to move 5 ft. toward water, pulling the grappled creature with it.

A smaller scaled shape that surfaces only as far as its lantern eyes, the Watcher feeds the oni what wanders too near the water's edge.

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 DC13

Run it as a lone ambusher at a chokepoint or waterline: it stays crouched (Gate-Crouch) so the first PC to close eats the lash and the advantaged attack. Open on the squishiest body that strays within 10 ft., Sudden Lunge to reach it. Kill-priority for the party is to NOT cluster at the threshold; it can only punish one approacher per round.

Tier 2Levels 5-10 · NATIVE
AC16HP12d10+60 (126) To-hit+7Save DC15

This is an ADD-ON, not the boss: pair it with a larger flagship oni or a caster and let it guard the gate/water flank. Open crouched so the front-line tank triggers the lash, then Claws-pull the backline melee out of formation toward it. Kill-priority is whoever the oni drags isolated; force the party to break the choke or fight it one-at-a-time.

Tier 3Levels 11-15 · GUIDELINE
AC18HP18d10+108 (207) To-hit+9Save DC17

Field it as the gate-warden minion of a bigger threat, holding a flooded approach while the real boss works. Keep it unmoving to bank Gate-Crouch advantage, Claws-pull to yank a PC off a ledge or into deep water, and Sudden Lunge onto teleporting strikers. Pairs best where terrain (water, narrow gate) does the work; it is a denial piece, not a damage race.

Put Moro no Oni 2 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 Moro no Oni 2?

Its home (native) tier is CR 6 (2,300 XP), tuned for level 5-10 parties: AC 16, 126 HP, +7 to hit, save DC 15. Stat lines for level 1-4 (CR ~2) and level 11-15 (CR ~11) are provided in the tiers block; the traits and actions are identical, only the numbers move.

Can Moro no Oni 2 be a companion or ally?

As written it is an adversary, but the bound Drowned Watcher (AC 13, 76 HP) is provided as an allied/companion stat block for a water-themed patron or a captured guardian. The oni itself is not solo-capable; it has no legendary actions and is meant to be paired with a larger flagship threat.

How do I keep the Gate-Crouch fight from feeling static?

The crouch rewards patience, but the bonus-action Sudden Lunge and the Claws pull let it reposition explosively. Stay coiled at the threshold until a target commits, then lunge or yank a victim out of formation so the table sees the trap snap shut rather than a creature standing still.

Tell Us How It Ran

Played Moro no Oni 2 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