Kyukani, Fully Articulated

“So well she acted all and every part
By turns—with that vivacious versatility,
Which many people take for want of heart.
They err—’tis merely what is call’d mobility,
A thing of temperament and not of art,
Though seeming so, from its supposed facility;
And false—though true; for surely they’re sincerest
Who are strongly acted on by what is nearest.

-Lord Byron, Don Juan

Adult Material

The following material contains extensive discussion of sexual activity, and may not be appropriate for all groups and/or players. Please do not use this material in a game without approval from the GM as well as the other players.

Playtest Version

This material is still in the process of being playtested. It is fully usable as written, but may be refined or changed in later versions. As always, this content should only be used with GM permission.


Kyukani are originally the result of the research and magical experimentation of a powerful wizard of ages past who spent decades striving to create a new body for an individual whose soul had been trapped inside a gem. The wizard discovered, to her surprise, that if one of these artificial bodies was properly prepared but not bestowed an existing soul via arcane transference or modified targeted reincarnation magic, it would eventually become a brand new fully living individual through some unknown means—which she speculated to be a deity of artifice or life. Aside from lacking memories of a previous life, these spontaneous kyukani seem indistinguishable by all methods of study from those kyukani who had an existing soul placed into them.

Unique Constructions

Despite being humanoids who respond to magic as any human, elf, or other common folk, kyukani are made from stone, wood, metal, ceramics, coral, or other such materials. In appearance, they look like something between an animated sculpture of very fine quality and a life-sized doll or artist’s posing model. Each kyukani is a unique and deliberate creation, and few aside from keepers of arcane lore are likely to know of more than one, much less know much about them or their origins.

Beautiful, if Strange

Most kyukani are crafted to resemble an extremely attractive nude individual of a particular humanoid folk, though some are patterned after stories of angels, succubi, fey lords, or other more exotic beings. Most kyukani regardless of overall figure have flourishes of fine carving, painting, metal inlaying or other artistic decorative flourishes. This may be as simple as embossed and enameled floral motifs or as complex as an entire body of mammoth ivory carved with bas reliefs of mythological events. Most are more or less anatomically correct, though for some these details are merely sculpted while in others, some body parts are made from some more pliable material and are fully functional. Many even have multiple pelvic or chest sections which can be swapped to provide different degrees or types of functionality in this regard. Due to their physical resilience and appealing, stylized appearance, kyukani who had no previous life rarely have much sense of modesty, and if they wear clothes at all beyond those which might be sculpted into their appearance, it is usually something which accentuates rather than conceals any features.

Modular Body

The most curious thing about a kyukani’s body is that, if they are willing, various parts of their body can be detached and reconnected. Under normal circumstances, any piece separated from them is essentially inert, but this allows access for physical maintenance and manipulation of various parts in ways that would not be easily achieved otherwise. Along with this, kyukani are able to reassemble themselves either with different parts to have distinctly different capabilities. Some have an internal extra-dimensional space where the body parts they are not using are stored, whereas others simply reassemble or magically reshape their body parts to achieve the same versatility.

Kyukani Names

Kyukani are nearly always unique individuals created within a society of more typical folk. As such they do not have any consistent naming conventions of their own, instead being named either in the fashion of the culture they come from or a more unusual and personalized name given by their creator. Those individuals who were previously some other type of folk before becoming a kyukani will usually keep the name they had before.

Kyukani Traits

Your kyukani character has several abilities and traits as a result of their constructed physical form.
    Ability Score Increase. Either increase one ability score of your choice by 2 and another different score by 1, or increase three different ability scores of your choice by 1 each.
    Age. Kyukani are adults from the moment they come into being, and are both rare and individually unique enough that it is unknown how long a kyukani can live.
    Alignment. Kyukani have no predisposition or aversion towards any alignment.
    Size. Kyukani are usually crafted to resemble an idealized specimen of one type of humanoid folk or another, but are also sometimes made in a more artistic representation They can be of any size from that of a halfling to half-giant or anything in between. Choose either Small or Medium. This is your Size.
    Speed. Your base walking speed is 30 feet.
    Durable Body. Your body’s construction is inherently resilient to blows. When you are not wearing armor, your Armor Class is equal to 10 + your Dexterity modifier + your Constitution modifier. You may use this in place of your AC from armor if the armor you are wearing would leave you with a lower AC. You can benefit from a shield as normal while using this AC.
    Constructed Humanoid. You do not need to eat, drink or breathe, and are immune to diseases. You do not need to sleep, but can gain the same benefits as a human does from sleep by spending the same amount of time performing a combination of light maintenance on yourself and sitting or laying in a passive resting state. You are alert to your surroundings during these activities. Despite your appearance, your creature type is still Humanoid.
    Reassembly. You can spend 1 minute to reattach component parts of your body which are intact and have been separated from the rest of you for less than a day. If they have been broken and subsequently repaired or have been separated for more than one day, they can be reattached during a Short or Long Rest. Subassemblies can be reattached (and rebuilt if they were previously damaged) as part of your Reconfigure trait.
    Reconfigure. With some time and concentration, a kyukani can adjust their body in a variety of ways, either by detaching and then adjusting, rearranging, or swapping body parts. When you finish a Long Rest, you can choose which of your subassemblies that you have access to is mounted, receiving all of the traits listed in that subassembly. You always have exactly one subassembly mounted at a time, and you do not gain traits from subassemblies which you do not have mounted. When using this trait, you can choose to remount your currently mounted subassembly, changing any choices associated with mounting the subassembly as you do so. Also when you use this trait, you can modify your figure and standard body parts to adjust your appearance, but the styling and design of your components are distinctive enough that this trait cannot be used to disguise yourself.
    Languages. You can speak, read, and write Common and one other language of your choice.
    Subassemblies. Each kyukani has a number of modular body parts which can be replaced, rearranged, or reassembled in various ways, called subassemblies, which provide various abilities depending on their structure. Over time, kyukani tend to find, build, or learn to configure new subassemblies for themselves. At 1st level, you have access to the Adaptable Form subassembly and two other subassemblies of your choice for which you meet the prerequisites. Each time you gain a level, you gain access to another subassembly of your choice for which you meet the prerequisites.

Adaptable Form

While any subassembly you have mounted is considered to be part of your “true form,” this is what most people will likely think of as your basic appearance. It is unspecialized, but allows you to reconfigure yourself more responsively.
    Modularity. You can use your Reconfigure trait whenever you finish a Short or Long Rest.

Agile Legs

These long, powerful, wide-hipped legs make you extremely mobile. They are usually digitigrade to maximize their capability and are frequently styled after horse or rabbit legs—sometimes even including paws or hooves and a matching tail.
    Speed. Your base walking speed increases by 10 feet.
    Leaping. Your jump distances are doubled.
    Nimble Step. When you dash, you have advantage on acrobatics and athletics checks until the end of your turn.

Contortionist Joints

Whether through increased range of motion or body parts with additional joints, this subassembly makes you extremely flexible and able to move quickly even in strange positions and tight quarters.
    Coil. You have advantage on attacks, ability checks, and saves made to grapple or escape from a grapple, to free yourself from bonds, or to avoid or end the restrained condition.
    Wriggle. When squeezing through a smaller space, you can pass through openings of 1 foot or larger at no additional penalty.
    Writhe. Crawling does not cost you additional movement, and you can stand up without using any of your movement.

Dragon Pearl

This enchanted semi-transparent gemstone contains a swirling, opalescent center. Its color (and that of the energy building inside it) are reminiscent of a particular type of chromatic, metallic, or gem dragon. A dragon pearl is usually mounted in the chest, the mouth, the forehead, or a hand—somewhere likely to be facing an enemy in a pinch.
    Prerequisite: 5th level
    Energy Blast. The dragon pearl can channel and accumulate magical energy which can be released in a manner similar to a dragon’s breath weapon. When you gain this subassembly, choose acid, cold, fire, force, lightning, necrotic, poison, psychic, or radiant damage. When you mount this subassembly, and as an action while it is mounted, you can choose whether the pearl will release a focused 30-foot line that is 5 feet wide, or a wide 15-foot cone of energy. When you take the attack action, you can replace one of your attacks with a blast of magic from the dragon pearl. Each creature in the area of the blast must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Intelligence, Wisdom or Charisma modifier. On a failed save, a creature takes 3d8 damage of the chosen type, and half as much damage on a successful one. This damage increases by 1d8 when you reach 11th level (4d8) and 17th level (5d8). Once you use the energy blast, you cannot use it again until you finish a Short or Long Rest.
    Cantrip. When you mount this subassembly, you gain a cantrip of your choice which deals the same damage type as the energy blast. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
    Variety. You can gain access to this subassembly multiple times, choosing a different damage type each time. When you gain a level, you can change the damage type of this subassembly to one you do not currently have.

Extra Arms

This subassembly primarily consists of two arms, grasping tentacles, or other similarly dexterous limbs of roughly similar length to your normal arms, which you can utilize in addition to your usual limbs. The exact positioning of these limbs depends on the particulars of how they are attached to your torso. They may connect to a chest with an extra set of pectorals, they may be attached at the same shoulder joint as your normal arms, or they may even sprout from the back like wings, the base of the spine like a pair of tails, or from some other part of the torso.
    Prerequisite: 5th level
    Four-Armed. You have four arms and can take the Use an Object action as a bonus action during your turn. Your arms do not grant you additional attacks, but you can wield weapons and shields held in them normally, including for the purposes of two-weapon fighting. (Note that a character can only benefit from one shield at a time, no matter how many are held)

Functional Wings

Some kyukani have decorative wings not capable of lifting a body of their size, but the fixed or movable wings of this subassembly incorporate crystals and energetic lattices to produce enough force to actually maintain flight.
    Prerequisite: 5th level
    Flight. You have a flying speed of 30 feet. You cannot use this speed while wearing medium or heavy armor.
    Delicate Components. The components that allow you to fly are either physically fragile or susceptible to arcane disruption. When you mount this subassembly, choose either thunder or force. You gain vulnerability to the chosen damage type.

Harpax Catapult

This arm allows you to launch a harpoon, grappling hook, or even your hand to assist in climbing or as a weapon, and then reel it back in with a powerful winch or arcane tether.
    Ascending Line. When your harpax arm is not otherwise in use, you have advantage on all ability checks and saving throws involved in climbing.
    Harpoon. If you are not using your harpax arm to climb or grapple another creature, you can use it to make ranged weapon attacks against targets within 30 feet. On a hit, the target is pulled 10 feet towards you and you deal damage equal to 1d6 + your Dexterity modifier. The damage type is either bludgeoning, piercing, or slashing (chosen when you mount this subassembly). You are considered proficient with these attacks, and if you are already grappling the target of the attack, you may make these attacks as melee weapon attacks rather than ranged. If the target is a creature at least two size categories larger than you or is an object heavier than your maximum drag weight, the target is not pulled, but you can choose to move 10 feet towards it instead. This movement does not provoke opportunity attacks.
    Grappling Device. When you hit an unattended object which you can lift with the attack from your Harpoon trait, you may use your bonus action to reel it to you, choosing whether to hold it or let it drop at your feet. When you hit a creature with the attack from your Harpoon trait, you can immediately use your bonus action to attempt to grapple the creature. Your reach is considered to be 30 feet for this grapple, but while moving a creature so grappled, you can only move it toward you unless it is already within 5 feet of you.

Integral Tools

These body parts contain either hollow compartments, an extra-dimensional space, or simply cleverly disguised movable parts that provide you with storage for a variety of articulated tools which you can utilize with as much dexterity as moving your fingers.
    Built-In. Choose three tools from artisan’s tools, disguise kit, forgery kit, herbalism kit, musical instruments, navigator’s tools, poisoner’s kit, or thieves’ tools. You gain proficiency with the chosen tools and as an action you are always considered to be in possession one of each chosen tool or kit. When you gain a level you can change one or more your chosen tools to another choice from the list.
    Variety. You can gain access to this subassembly multiple times, choosing a different set tools each time.

Lavish Ornamentation

Kyukani are usually extremely artistic in form already, but these ornate, eye catching, and subtly warded decorative flourishes are sure to make you the center of attention and provide you with some excellent “social armor.”
    Advocate. When you fail an ability check or saving throw, or miss with an attack, you can add a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum +5). Once you use this ability, you cannot use it again until you finish a Short or Long Rest.
    Convincing. You have advantage on Persuasion checks.
    Enchanted Defenses. You have advantage on saving throws against being charmed, and magic cannot put you to sleep.

Razorspine Tail

While the designs vary (from resembling a scorpion sting to a dragon’s tail with sharpened spines to a cross between a whip-sword and a panther’s tail and more), the inspiration for the razorspine tail is the infamous manticore, with its tail covered in sharp spines that can be flung at foes from a distance or to stab them if they get close.
    Prerequisite: 5th level
    Weaponized Tail. Your tail is a natural weapon with the finesse and light properties and range (30/120 feet), which you can use to make melee and ranged weapon attacks. On a hit, you deal 1d4 + your Strength or Dexterity modifier slashing damage with a melee attack or 1d4 + your Dexterity modifier piercing damage with a ranged attack. Your tail does not require a free hand to use.
    Swift Strike. Using a bonus action, you can make one attack using your Weaponized Tail.

Reinforced Plating

This subassembly consists of a series of additional magically warded armor plates for your protection.
    Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
    Resistance. When you mount this subassembly, choose acid, cold, fire, lightning, or thunder damage. You gain resistance to the chosen damage type.

Resolute Legs

These legs are bulky, heavy, and powerful—sometimes even with controllable pitons to fix yourself to the spot if someone tries to charge you or you need to make a long distance crossbow shot in a mudslide. Some variations of this subassembly even have more than two legs to provide the additional balance and stability.
    Speed. Your base walking speed is reduced by 5 feet.
    Anchored. When you are pushed, pulled, or moved, you may reduce the distance of the movement by up to 10 feet.
    Braced. You do not have disadvantage on ranged weapon attack rolls due to attacking at long range.
    Powerful. When determining your carrying capacity and the weight that you can push, drag, or lift, you are considered to be one size category larger.
    Stable. You ignore the effects of non-magical difficult terrain.

Scout Gems

Utilizing a pair of magically linked gems, you can separate a piece of yourself and have it scout and communicate for you. This may be a crawling hand, an eye with fluttering hummingbird wings, a symbol plaque with fins to navigate underwater or some other kind of self-propelled automaton. In a pinch, the gem mounted in you can even be used to teleport the paired component back to you.
    Avant. Using two scout gems and the custom ambulatory components of this subassembly, you can detach and control an automaton known as an Avant. This functions as the Find Familiar spell, except for the following differences: the appearance of your avant is obviously a separated and independent part of your body (but still uses the chosen statistics); its type is construct rather than celestial, fey, or fiend; and it does not count towards the limit on the number of familiars you possess (though you can also only possess one avant). You can use this trait at will.
    Alarm. You can cast the Alarm spell originating from your avant without any components. When casting the spell in this way, if you chose a mental alarm, it will alert you as long as either you or your avant is within 1 mile of the area warded by the spell. Once you have cast the spell using this ability, you cannot do so again until you complete a Long Rest.
    Telepathic Messenger. When you are within the range of telepathic communication with your avant, you can cast the Message cantrip originating from its location.

Spell Core

This device, which must be connected to the life force of a kyukani in order to properly function, is something like a ring of spell storing and a very large pearl of power, granting you extended magical capabilities, even if you are normally unable to cast spells.
    Prerequisite: 5th level
    Innate Spellcasting. When you gain access to the Spell Core subassembly, choose a class: artificer, bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips from that spell list. Also choose one 1st-level spell and one second-level spell from the same spell list. You can cast each of these non-cantrip spells once each without using a spell slot or material components, and cannot cast them using this ability again until you finish a Long Rest. You can also cast these spells using any spell slots you have. Your spellcasting ability for these spells is the same as that of the class you chose. When you gain a level, you can change one of the chosen cantrips or spells to another spell of the same level from the same spell list.
    Variety. You can gain access to this subassembly multiple times, choosing a different class’s spell list each time.

Third Eye

This ornate device allows you to see with exceptional clarity even in little or no light. It might look like an additional eye set into your forehead, a fixed monocle covering one eye, a set of goggles, an elaborate metallic blindfold, or any number of other forms.
    Acute Vision. You have advantage on visual Perception checks.
    Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Vibrosensory Crystal Lattice

These exotic crystals can detect tremors that are too high or low frequency or too subtle for you to hear audibly, providing you with a sense similar to that of a bat, but via solid and liquid materials rather than through the air.
    Prerequisite: 5th level
    Tremorsense. You have tremorsense within a 30 foot radius. You can detect creatures and other sources of vibration within that radius as long as they are in contact with the same ground or substance as you. Tremorsense cannot detect flying or incorporeal creatures.

Weapon Arm

This replacement arm has a wickedly dangerous weapon built in. It may take the form of a large crab pincer, a hand with long bladed claws, a massive metal fist, an articulated gauntlet sculpted to resemble a dragon’s head with a mouth full of sharp teeth, or a more ordinary looking arm with a conventional melee weapon integrated into or mounted onto it.
    Integrated Armament. Your chosen arm is a natural weapon with which you can make either unarmed strikes or melee weapon attacks (chosen when you mount this subassembly). This attack has the finesse property and when you mount this subassembly, you can choose to also give it either the heavy or light property. On a hit, it deals damage equal to 1d8 + your Strength or Dexterity modifier. This damage is either bludgeoning, piercing, or slashing damage, chosen when you mount this subassembly.
    Savage Weapon. When you score a critical hit with your Integrated Armament, you can roll an additional d8 and add it to the extra damage of the critical hit.

Legal Appendix

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All material in this document following the Playtest Version sidebar and prior to the Legal Appendix that is not otherwise designated as Product Identity is Open Game Content.



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System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

Kyukani, Fully Articulated Copyright 2021, Malachite Idol; Author Patrick Johnson.