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Kyourinrin

Written by Lapwing_Gaming

Kyourinrin are the spirits of the Feywild trapped in scrolls and books. How these spirits became trapped is of great debate. For the known method of trapping these spirits is similar to that of creating a golem. This process is often done by a Wizard looking for a pet or if the spirit is lucky a research partner. These Kyourinrin however, make up the minority. The major of Kyourinrin seemingly spontaneously appear in areas with old or rarely read tomes.       Stat Block(s)
Kyourinrin (Multiform)

Kyourinrin (Multiform)

Medium fey, construct, chaotic good
Armor Class: 15
Hit Points: 50 (8d10 + 10) 8d10+10
Speed: 30 ft , fly: 30 ft , swim: 30 ft , can hover

STR

8 -1

DEX

10 +0

CON

10 +0

INT

14 +2

WIS

11 +0

CHA

12 +1

Damage Vulnerabilities: Fire, Slashing
Damage Resistances: Bludgeoning
Condition Immunities: Blinded (Fox Form), Charmed (All Forms)
Senses: In fox form, Kyourinrin gain 15 ft of truesight.
Languages: Sylvan

Kyourinrin have the ability to cast Chaos Bolt, Clairvoyance, Comprehend Languages, and Glyph of Warding as an action using Int as their spell casting modifier.


Origami Construct: as an action, Kyourinrin can change between their different combat forms (Spirit, Crane, Frog, Fox) or transform to a tome, scroll, or parchment that appears mundane by nonmagical means.   Reach: Whenever Kyourinrin (Frog Form) uses the action Papercut it can hit a target up to 15 ft away instead of 5 ft.   Mirthful Leaps: Whenever Kyourinrin (Frog Form) makes a long or high jump, you can roll a d8 1d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal. Enchanted Scroll: Kyourinrin (Spirit Form) can cast spells of scrolls of spell books they have consumed up to 1d4-1 1d4-1 times per day.   *Flight and hover speed only apply to Kyourinrin (Swan Form) and Swim Speed only applies to Kyourinrin (Frog Form).*

Actions

Papercut: Melee Weapon Attack: +6 to hit, reach 5 ft. (15 ft in Frog Form), one target. Hit: 14 (3d6 + 5) 3d6+5 slashing damage.   Kyourinrin (Spirit Form) can also cast the following spells as an action Chaos Bolt, Clairvoyance, Comprehend Languages, Glyph of Warding:     Spell Details

Chaos Bolt: You hurl an undulating, warbling mass of chaotic energy at one creature in range (120 ft). Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 2d8+1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type.   Clairvoyance: You create an Invisible sensor within range in a Location familiar to you (a place you have visited or seen before) or in an obvious Location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the Duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from See Invisibility or truesight) sees a luminous, intangible orb about the size of your fist.   Comprehend Languages: For the Duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode Secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.   Glyph of Warding: When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a Treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken and the spell ends without being triggered. The glyph is nearly Invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.   You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most Common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.   You can further refine the trigger so the spell activates only under certain circumstances or according to Physical Characteristics (such as height or weight), creature kind (for example, the ward could be set to affect Aberrations or drow), or Alignment. You can also set Conditions for creatures that don't trigger the glyph, such as those who say a certain password.   When you inscribe the glyph, choose explosive runes or a spell glyph.   Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. The Sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.   Spell Glyph: You can store a prepared spell of 3rd Level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate Effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it Targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful Objects or traps, they appear as close as possible to the intruder and Attack it. If the spell requires Concentration, it lasts until the end of its full Duration.

These creatures are commonly fey spirits that animate books, scrolls, and other forms of literature. This causes these creatures to be both fey and constructs.

Suggested Environments

Kyourinrin are mainly found in libraries, and wizard towers, but can also be found in town record rooms and area with large amount of record keeping.

  Kyourinrin (Spirit Form)

Kyourinrin (Spirit Form)

Medium fey, construct, chaotic good
Armor Class: 15
Hit Points: 50 (8d10 + 10) 8d10+10
Speed: 30 ft

STR

8 -1

DEX

10 +0

CON

10 +0

INT

14 +2

WIS

11 +0

CHA

12 +1

Damage Vulnerabilities: Fire, Slashing
Damage Resistances: Bludgeoning
Condition Immunities: Charmed
Languages: Sylvan

Kyourinrin have the ability to cast Chaos Bolt, Clairvoyance, Comprehend Languages, and Glyph of Warding as an action using Int as their spell casting modifier.


Origami Construct: as an action, Kyourinrin can change between their different combat forms (Spirit, Crane, Frog, Fox) or transform to a tome, scroll, or parchment that appears mundane by nonmagical means.   Enchanted Scroll: Kyourinrin (Spirit Form) can cast spells of scrolls of spell books they have consumed up to 1d4-1 1d4-1 times per day.

Actions

Papercut: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 5) 3d6+5 slashing damage.   Kyourinrin (Spirit Form) can also cast the following spells as an action Chaos Bolt, Clairvoyance, Comprehend Languages, Glyph of Warding:     Spell Details

Chaos Bolt: You hurl an undulating, warbling mass of chaotic energy at one creature in range (120 ft). Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 2d8+1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type.   Clairvoyance: You create an Invisible sensor within range in a Location familiar to you (a place you have visited or seen before) or in an obvious Location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the Duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from See Invisibility or truesight) sees a luminous, intangible orb about the size of your fist.   Comprehend Languages: For the Duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode Secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.   Glyph of Warding: When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a Treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken and the spell ends without being triggered. The glyph is nearly Invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.   You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most Common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.   You can further refine the trigger so the spell activates only under certain circumstances or according to Physical Characteristics (such as height or weight), creature kind (for example, the ward could be set to affect Aberrations or drow), or Alignment. You can also set Conditions for creatures that don't trigger the glyph, such as those who say a certain password.   When you inscribe the glyph, choose explosive runes or a spell glyph.   Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. The Sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.   Spell Glyph: You can store a prepared spell of 3rd Level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate Effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it Targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful Objects or traps, they appear as close as possible to the intruder and Attack it. If the spell requires Concentration, it lasts until the end of its full Duration.

These creatures are commonly fey spirits that animate books, scrolls, and other forms of literature. This causes these creatures to be both fey and constructs.

Suggested Environments

Kyourinrin are mainly found in libraries, and wizard towers, but can also be found in town record rooms and area with large amount of record keeping. Within these areas, Kyourinrin (Spirit Form) are often found in between book cases, near altars, and in ritual rooms.

  Kyourinrin (Crane Form)

Kyourinrin (Crane Form)

Medium fey, construct, chaotic good
Armor Class: 15
Hit Points: 50 (8d10 + 10) 8d10+10
Speed: 30 ft , fly: 30 ft , can hover

STR

8 -1

DEX

10 +0

CON

10 +0

INT

14 +2

WIS

11 +0

CHA

12 +1

Damage Vulnerabilities: Fire, Slashing
Damage Resistances: Bludgeoning
Condition Immunities: Blinded (Fox Form), Charmed (All Forms)
Languages: Sylvan

Origami Construct: as an action, Kyourinrin can change between their different combat forms (Spirit, Crane, Frog, Fox) or transform to a tome, scroll, or parchment that appears mundane by nonmagical means.  

Actions

Papercut: Melee Weapon Attack: +6 to hit, reach 5 ft. (15 ft in Frog Form), one target. Hit: 14 (3d6 + 5) 3d6+5 slashing damage.

These creatures are commonly fey spirits that animate books, scrolls, and other forms of literature. This causes these creatures to be both fey and constructs.

Suggested Environments

Kyourinrin are mainly found in libraries, and wizard towers, but can also be found in town record rooms and area with large amount of record keeping. Kyourinrin in Crane form tend to patrol the property, roost in trees, or sit on top of towers.

  Kyourinrin (Frog Form)

Kyourinrin (Frog)

Medium fey, construct, chaotic good
Armor Class: 15
Hit Points: 50 (8d10 + 10) 8d10+10
Speed: 30 ft , swim: 30 ft

STR

8 -1

DEX

10 +0

CON

10 +0

INT

14 +2

WIS

11 +0

CHA

12 +1

Damage Vulnerabilities: Fire, Slashing
Damage Resistances: Bludgeoning
Condition Immunities: Charmed
Languages: Sylvan

Origami Construct: as an action, Kyourinrin can change between their different combat forms (Spirit, Crane, Frog, Fox) or transform to a tome, scroll, or parchment that appears mundane by nonmagical means.   Reach: Whenever Kyourinrin (Frog Form) uses the action Papercut it can hit a target up to 15 ft away instead of 5 ft.   Mirthful Leaps: Whenever Kyourinrin (Frog Form) makes a long or high jump, you can roll a d8 1d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Actions

Papercut: Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 14 (3d6 + 5) 3d6+5 slashing damage.

These creatures are commonly fey spirits that animate books, scrolls, and other forms of literature. This causes these creatures to be both fey and constructs.

Suggested Environments

Kyourinrin are mainly found in libraries, and wizard towers, but can also be found in town record rooms and area with large amount of record keeping. Those in frog form can be found in fountains, washrooms, and ponds in the aftermetioned locations.

  Kyourinrin (Fox Form)

Kyourinrin (Fox Form)

Medium fey, construct, chaotic good
Armor Class: 15
Hit Points: 50 (8d10 + 10) 8d10+10
Speed: 30 ft

STR

8 -1

DEX

10 +0

CON

10 +0

INT

14 +2

WIS

11 +0

CHA

12 +1

Damage Vulnerabilities: Fire, Slashing
Damage Resistances: Bludgeoning
Condition Immunities: Blinded, Charmed
Senses: In fox form, Kyourinrin gain 15 ft of truesight.
Languages: Sylvan

Origami Construct: as an action, Kyourinrin can change between their different combat forms (Spirit, Crane, Frog, Fox) or transform to a tome, scroll, or parchment that appears mundane by nonmagical means.    

Actions

Papercut: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 5) 3d6+5 slashing damage.

These creatures are commonly fey spirits that animate books, scrolls, and other forms of literature. This causes these creatures to be both fey and constructs.

Suggested Environments

Kyourinrin are mainly found in libraries, and wizard towers, but can also be found in town record rooms and area with large amount of record keeping. Fox form, Kyourinrin tend to be found patrolling the grounds or at the sides of powerful wizards.

Basic Information

Anatomy

Kyourinrin have four forms they can take and swap between at will. Each form has unique properties and special abilities.   1. Spirit Form: In this form, Kyourinrin have the ability to cast Chaos Bolt, Clairvoyance, Comprehend Languages, and Glyph of Warding.     2. Crane Form: Kyourinrin in Crane Form gain the ability to fly and hover.     3. Frog Form: Grants these spirits a swim speed, an extra 10ft reach for melee attacks, and Mirthful Leaps feature.     4. Fox Form: Kyourinrin who are transformed into fox form gain an increased speed, and gains Truesight up to 15ft.

Dietary Needs and Habits

Kyourinrin feed on literature, this process destroys the original written word. Those who seek to study works consumed by Kyourinrin do not have fear. Slaying such a spirit will allow dissection of its body, which contain all works consumed inscribed on their papyrus skin.

Additional Information

Average Intelligence

The intelligence of Kyourinrin varies greatly, as it is depended on the quality of literature it has consumed. For example, if housed in a powerful wizard's tower, they can gain wisdom and intellect that rivals most of mankind. The library of a large city can lead to a Kyourinrin of average wisdom and intellect. But if the library is disheveled and uncared for, their intellect and wisdom would be that of a common beast of burden.

Civilization and Culture

Naming Traditions

Kyourinrin employed or tamed by powerful wizards are named after famous characters in books or after books themselves. Wild Kyourinrin are names vary from the libraries they reside in, to fictional characters. I.E Arsen, Alexandrian, The Tome of Wild Beasts Volume Two.

Major Language Groups and Dialects

Kyourinrin do not have the ability to speak as most other creatures do. They instead have the ability to change the written text on their bodies as a form of written communication. These writing are in sylvan but may also be written in code, be metaphorical, or even lies due to their high intellect.
Scientific Name
Papyrus Sipirtus
Lifespan
1,000 years

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