Mura
Mura — The Encounter
The smiling infant-thing that drinks the living through its grin · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Mura
In the old island tellings, the Mura is the cry you should never answer. Travelers crossing the dark between villages hear a child weeping at the trailside, alone and bloodied, and the kind of heart goes to gather it up. But the Mura was never born of any woman. It is a hungry thing wearing a child's shape, and from its grinning little mouth uncoil arms that should not fit, ending in claws that drink the warmth and years from whatever they tear. Mothers of the coast warn their own: do not lift the babe that smiles too widely, do not soothe the one whose tears leave no salt. Those it feeds upon waste thereafter, sleeping and waning, never quite whole again. Hunters say it favors the lone and the soft-hearted, and that its wail can root grown warriors where they stand. Burn the false child, the elders counsel, and scatter the ash beyond the last marker stone, lest it crawl smiling home again.
Run Mura in Sixty Seconds
- Hold the reveal — set it down as a crying child; let a PC fail the DC 12 Insight and approach before the arms uncoil.
- Open on the soft target — the 15-ft reach exists to skip the front line and double-claw a healer or caster.
- Kill-priority is the wounded — its hit, the lower their HP max sinks; chase the same victim to make the loss stick.
- When bloodied, kite — use Recoiling Arms every round to strike and slide 15 ft. out of melee; it is glassy, so never let it get pinned.
- Three ways to run it — lone trailside ambush, bait beside a bigger boss, or a wailing pack in a lair where the screams cover the real threat.
Mura
Small aberration, neutral evil
CR 2 · 450 XP · GUIDELINEInnocent Lure. The Mura appears as a helpless, weeping child. A creature that has not seen it attack must succeed on a DC 12 Wisdom (Insight) check to recognize the threat; on a failure it cannot take the Attack action against the Mura until the start of its next turn, unsettled by the form of a babe.
Reaching Maw. The Mura's clawed arms uncoil from its grinning mouth to impossible length, giving its Rending Claw a reach far beyond its tiny frame.
Actions
Multiattack. The Mura makes two Rending Claw attacks.
Rending Claw. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 7 (2d4+2) slashing damage, and the target must succeed on a DC 12 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken until it finishes a long rest, as the Mura drinks of its vitality.
Wailing Babble (Recharge 5-6). The Mura looses a piercing infant's shriek. Each creature within 15 feet must make a DC 12 Wisdom saving throw, taking 10 (3d6) psychic damage and being frightened until the end of its next turn on a failure, or half as much damage and not frightened on a success.
Bonus Actions & Reactions
Recoiling Arms. When a creature the Mura can see ends its turn within 15 feet, the Mura can use its reaction to retract its arms and shift up to 15 feet without provoking opportunity attacks.
A bloodstained infant sits placidly on the ground, its straw of a head crowned with sparse hair, while two grotesquely long clawed limbs snake out of its smiling mouth to rake the air. It looks abandoned and pitiful until the grin widens.
Mura, Bound
Companion · acts on your initiative
Bound · GUIDELINECrooning Decoy (signature). As a bonus action, the bound spirit mimics a weeping child within 30 feet. One creature of your choice that can hear it must succeed on a DC 11 Wisdom saving throw or have disadvantage on attack rolls against any ally of yours until the end of its next turn.
Actions
Raking Talon. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8+2) slashing damage.
Reactions
Vital Sip. When an adjacent creature is reduced to 0 hit points, the bound spirit drinks its fading warmth and you gain 4 temporary hit points.
A lesser hungry thing that learned to wear a swaddled shape, kept on a short leash and set out as bait before the kill.
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 by sitting in the open and weeping so a soft party member walks into 15-ft reach, then double Rending Claw the closest healer or squishy. Save Wailing Babble for when two or more PCs cluster to investigate. Kill-priority is whoever has the lowest current HP — its max-reduction snowballs; use Recoiling Arms to bait, strike, and slither out of melee.
Run it as a nest's bait-creature beside a bigger threat (an aswang matriarch or undead horror), luring melee away with its child form while the flagship engages. Open on the most isolated PC; if foes bunch to free a frightened ally, hit Wailing Babble. It is fragile, so it strikes and retracts with Recoiling Arms rather than trading blows.
Deploy as a swarm of false children seeding a lair encounter — pair several Muras with a far larger horror so the party must triage screams while the real menace closes. Lead with Innocent Lure to freeze the kind-hearted, then gang Rending Claws on a single target to crater its HP max. Never let it fight alone; it is a tormentor, not a centerpiece.
Put Mura 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 Mura?
Mura's home tier is Tier 1 (levels 1-4), built around CR 2 (450 XP): AC 13, 49 HP, +4 to hit, save DC 12. The block also scales to Tier 2 and Tier 3 by swapping only the numbers — traits and actions stay identical.
Can Mura be a companion or ally?
Not the Mura itself — it is a predatory false child. The sheet includes a downscaled bound spirit, the Imp of the False Cradle (AC 12, 29 HP), which can serve a wicked patron or hag as a decoy and harasser using Crooning Decoy and Vital Sip.
Is Mura a solo boss?
No. It has no legendary actions and only a single reaction, so a four-PC party will out-act it. Use it as an add-on: an ambush hook, bait for a larger horror, or part of a wailing pack in a lair 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
Played Mura 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.
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