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Kokoro — Fantasy Heroes & Champions STL miniature by Clay Cyanide

Kokoro

Fantasy Heroes & Champions
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community1,636 views · 30 likes

Kokoro — The Encounter

The Beaming Tanuki Who Carries the Sun-Flower · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Kokoro

Among the turtle-folk monks of the mountain monastery, Kokoro is the spirit of the unguarded heart — a tanuki blessed (or cursed) with the inability to feel sorrow for long. Folklore holds that it was once an ordinary forest beast that wept so hard at a temple's loneliness that the resident kami took pity and filled its chest with a tiny sun. Ever after, Kokoro wanders blossoming groves carrying a daisy taller than itself, the petals catching that inner light and scattering pollen that makes the weary laugh and the cruel sneeze. Travelers who share their lunch with the round little spirit find the road shorter and bandits strangely reluctant to follow. Those who mock it learn that a heart full of joy is also a heart that does not flinch, and the sun-flower, swung in earnest, lands like a temple bell. The monks say to lose to Kokoro is to leave smiling.

Run Kokoro in Sixty Seconds

Kokoro

Small fey, Chaotic Good

CR 2 · 450 XP · GUIDELINE
AC 13 (thick fur, nimble dodging) HP 45 (7d6+21) Speed 30 ft., climb 20 ft.
STR12+1
DEX16+3
CON16+3
INT10+0
WIS15+2
CHA16+3
SavesDex +5, Cha +5
SkillsPerformance +5, Persuasion +5, Sleight of Hand +5, Stealth +5
Sensesdarkvision 60 ft., passive Perception 12
LanguagesCommon, Sylvan

Brimming Heart. Kokoro's name means 'heart,' and its joy is contagious. Each ally within 20 feet of Kokoro that can see its sunny grin gains a +2 bonus to saving throws against being frightened. Kokoro itself cannot be frightened while it holds its sun-flower.

Trickster's Step. Kokoro can take the Disengage or Hide action as a bonus action on each of its turns, and difficult terrain made of plants or leaves does not cost it extra movement.

Actions

Multiattack. Kokoro makes two attacks: one with its Sun-Flower Bash and one with its Claws.

Sun-Flower Bash. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d8+3) bludgeoning damage, and the target must succeed on a DC 13 Constitution saving throw or be blinded by a burst of glittering pollen until the end of its next turn.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Pollen Cloud (Recharge 5-6). Kokoro shakes its giant daisy, scattering a 15-foot cube of shimmering pollen centered on a point within 30 feet. Each creature in the area must make a DC 13 Constitution saving throw, taking 14 (4d6) radiant damage on a failed save, or half as much on a success. A creature that fails is also poisoned until the end of its next turn as it sneezes uncontrollably.

Bonus Actions & Reactions

Cheer (1/Turn). When an ally Kokoro can see within 20 feet fails a saving throw, Kokoro can use its reaction to let that ally reroll, giving a hearty laugh of encouragement.

A round-bellied tanuki spirit balanced impossibly on its hind paws, hoisting a daisy nearly as large as itself like a sunshade and a banner both. Its toothy grin and squinting eyes radiate uncomplicated delight, as though the whole forest were one long festival.

Kokoro, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 13 HP 27 (scaled ×0.6) Speed 30 ft., climb 20 ft.
STR12+1
DEX16+3
CON16+3
INT10+0
WIS15+2
CHA16+3

Purring Ward (signature). While Kokoro is within 10 feet of its bonded ally, that ally gains a +1 bonus to AC and saving throws against being charmed.

Actions

Pounce. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, and if the target is Medium or smaller it must succeed on a DC 12 Strength save or be knocked prone.

Reactions

Nine Lives Dodge. When Kokoro is hit by an attack, it can use its reaction to halve the damage and leap up to 10 feet to an unoccupied space it can see.

A bright-eyed riding-cat the size of a pony, loyal to whoever first scratched it behind the ears.

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 · NATIVE
AC13HP45 (7d6+21) To-hit+5Save DC13

Open by lobbing Pollen Cloud into the tightest cluster of foes, then wade in swinging the Sun-Flower Bash to blind whoever guards the spellcasters. Keep Kokoro near its allies so Brimming Heart and Cheer steady the party's nerves; spend the bonus action to Disengage if focused. Pair it with a folkloric flagship like an oni or a turtle-monk abbot — Kokoro is the morale-and-control add, not the closer.

Tier 2Levels 5-10 · GUIDELINE
AC16HP126 (14d8+63) To-hit+7Save DC15

Lead with Pollen Cloud on the back line, then bash the front-liner to blind it before it can swing. Use Trickster's Step every turn to slip free and reposition behind cover, keeping Cheer up for whoever the boss is bullying. Kill-priority is anyone trying to silence or grapple it; run it as the lair's heart-warming wildcard beside a bigger threat, never alone.

Tier 3Levels 11-15 · GUIDELINE
AC18HP207 (18d10+108) To-hit+9Save DC17

Treat Kokoro as a control-and-support skirmisher inside a larger fight: open Pollen Cloud on the densest knot, blind the deadliest melee threat with Sun-Flower Bash, and dance away with Trickster's Step every round. Keep it within 20 feet of the flagship boss so Brimming Heart and Cheer blunt the party's save-or-suck answers. Pair it with a true centerpiece — it amplifies a boss, it does not headline.

Put Kokoro 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 Kokoro?

Kokoro's home tier is Tier 1 at CR 2 (450 XP): AC 13, 45 HP, +5 to hit, save DC 13. Scaled stat blocks for Tier 2 (levels 5-10) and Tier 3 (levels 11-15) are provided in the tiers table — the traits and actions stay identical, only the numbers move up.

Can Kokoro be a companion or ally?

Absolutely — Kokoro is built to be befriended. Its Brimming Heart aura, Cheer reaction, and non-lethal whimsy make it a natural party morale-buffer rather than a foe. The easiest hook: share a meal with it and it adopts the party for the day. Its bonded riding-cat Meowride is provided as a smaller companion stat block.

Is Kokoro solo-capable?

No. Kokoro has no legendary actions and only a single defensive reaction, so a four-person party would out-act it instantly. Use it as an add-on to a larger flagship threat — an oni, a yokai war-leader, or a turtle-monk abbot — where its control AoE and morale support amplify the centerpiece.

Tell Us How It Ran

Played Kokoro 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