Kirin
Large celestial, chaotic good
Armor Class 17
Hit Points 190
Speed
60ft
Fly: 90ft
Saving Throws CON +7, WIS +8, CHA +7
Damage Resistances Poison, Thunder
Damage Immunities Lightning
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Truesight 60 ft., Passive Perception 13
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 12
Innate Spellcasting. The Kirin's innate spellcasting ability is Charisma (spell save DC 17).
Charge. If the Kirin moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Actions
Multiattack. The Kirin makes three attacks: two with its horn and one with its hooves.
Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d12+5 piercing damage.
Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d10+5 bludgeoning damage.
Legendary Actions
The Kirin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Kirin regains spent legendary actions at the start of its turn.
Hooves. The Kirin makes one attack with its hooves.
Wind Shield (Costs 2 Actions). The Kirin creates a stormy field around itself or another creature it can see within 60 feet of it. The target gains a +7 bonus to AC and ranged attack rolls against the target have a disadvantage until the end of the Kirin's next turn.
Charge (Costs 3 Actions). The Kirin absorbs ambient electricity and regains 6d8+13 hit points. Any remaining hit point is added as temp point.
Description
A ki-rin was similar to a unicorn in some respects, as it was a noble equine creature with a single horn. It had a stag-like body, but it was covered in golden scales instead of fur. Its horn and hooves were pinkish in color, and it had a thick golden mane of hair. Its eyes were deep violet.
Ki-rins themselves worshiped their own patron deity Koriel, though they had no priests among their ranks.
A Kirin’s Lair
A Kirin’s lair stands on a windy mountain, in some old ruins of an ancient civilisation.
Regional Effects
Transformed by the creature’s celestial presence, the domain of a Kirin might include any of the following magical effects:
The weather seems to be always stormy, and the sky is covered by dark clouds. Lightning bolts strike the ground repeatedly. At any moment when out of combat, and at the beginning of its combat turn, every creature (except the Kirin) must succeed on a DC 5 Dexterity saving throw or takes 4 (1d8) Lightning damages.
Due to the deafening thunder, every creature (except the Kirin) has a disadvantage on concentration rolls to keep chanelling a spell while in combat.
If the Kirin dies, these effects end after 1d10 days.