Kenmun ケンムン
Small fey, chaotic neutral
Armor Class 15 (natural agility)
Hit Points 40 (9d6 + 9)
Speed 35 ft., climb 35 ft., swim 25 ft.
STR 14 (+2) · DEX 17 (+3) · CON 13 (+1) · INT 11 (+0) · WIS 14 (+2) · CHA 12 (+1)
Saving Throws Dex +5, Wis +4
Skills Acrobatics +5, Athletics +4, Stealth +7, Survival +4
Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks (see Water-Filled Saucer)
Senses darkvision 60 ft., passive Perception 12
Languages Common, Sylvan, Aquan
Challenge 1 (200 XP)
Traits
Amphibious. Kenmun can breathe air and water.
Water-Filled Saucer. A shallow hollow atop Kenmun’s head contains water that fuels his magic. While the saucer is full, Kenmun gains his damage resistances and has advantage on Dexterity (Acrobatics) checks. If the water is spilled (see below), these benefits end and Kenmun has disadvantage on attack rolls, ability checks, and saving throws.
Spilling the Saucer. When Kenmun is knocked prone, or when a creature within 5 feet uses its action to make a successful DC 13 Dexterity (Sleight of Hand) check, the saucer is emptied. Kenmun can refill it by submerging his head in at least 1/4 gallon of water and spending an action.
Sumo Techniques. Kenmun counts as one size larger when determining whom he can grapple, and he has advantage on Strength (Athletics) checks made to grapple or shove.
Tree Merge. While adjacent to a tree or dense foliage, Kenmun can take the Hide action as a bonus action, seeming to melt into leaves and bark.
Actions
Multiattack. Kenmun makes two Open-Palm strikes. He may replace one strike with a Shove or Drag-Under if available.
Open-Palm. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be pushed 5 feet.
Head-Smack (Recharge 5–6). Kenmun slams his forehead into a creature within 5 feet. Melee Weapon Attack: +5 to hit. Hit: 12 (2d8 + 3) bludgeoning damage, and the target is stunned until the end of Kenmun’s next turn unless it succeeds on a DC 13 Constitution saving throw.
Drag-Under (Water Only). Kenmun attempts to pull one creature he is grappling into deeper water. The creature must succeed on a DC 13 Strength saving throw or be dragged up to 15 feet and knocked prone in the water.
Bonus Actions
Branch-to-Branch. Kenmun springs up to 15 feet to an empty space on a nearby tree or the ground without provoking opportunity attacks. He must start this movement within 5 feet of foliage or a tree trunk.
Reactions
Slippery Twist. When Kenmun is targeted by a melee attack he can see, he imposes disadvantage on the attack roll. If the attack misses, Kenmun can move 5 feet without provoking opportunity attacks.
Lore
A moss-covered forest spirit that loves transforming into animals and teasing travelers.
Kenmun is a yokai whose name literally means “Tree Person.” Folklore paints him as a blend of two better-known spirits from southern Japan: the kappa and the kijimunaa. From the kappa he inherits the saucer-like hollow on the crown of his head, filled with water that stores his power; from the kijimunaa he takes the habit of nesting among the limbs of sacred trees—most often banyans and sea figs. In warm weather the spirit prowls the coastal belt, but when the air turns chilly he withdraws to the mountain forests.
Kenmun’s build is child-sized and wiry, his entire body covered in reddish or rust-colored fur. His arms and legs are unnaturally long—storytellers say that when he sits, his knees almost touch his face. The eyes are round and glossy, sometimes glowing red; dangling ear-lobes recall his kappa lineage, though he lacks a shell. One vulnerability never changes: if the water in the saucer atop his head is spilled or evaporates, the spirit loses all strength and fades away.
From Yokai Bestiary 5E, Book Two, p. 54 · Fern Flower Press