Ki-rin

Huge celestial, Lawful Good

Armor Class

20 (natural armor)

Hit Points

152 (16d12+48)

Speed

walk 60 ft., fly 120 ft.

Skills

Insight +9, Perception +9, Religion +8

Damage Immunities

poison

Condition Immunities

poisoned

Senses

blindsight 30 ft., darkvision 120 ft.

Languages

all, telepathy 120 ft.

Challenge

12

Legendary Resistance (3/Day)

If the ki-rin fails a saving throw, it can choose to succeed instead.

Magic Resistance

The ki-rin has advantage on saving throws against spells and other magical effects.

Magic Weapons

The ki-rin's weapon attacks are magical.

Innate Spellcasting

The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components: • At will: gaseous form, major image (6th-level version), wind walk • 1/Day: create food and water

Spellcasting

The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared: • Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy • 1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary • 2nd level (3 slots): calm emotions, lesser restoration, silence • 3rd level (3 slots): dispel magic, remove curse, sending • 4th level (3 slots): banishment, freedom of movement, guardian of faith • 5th level (3 slots): greater restoration, mass cure wounds, scrying • 6th level (1 slots): heroes' feast, true seeing • 7th level (1 slots): etherealness, plane shift • 8th level (1 slots): control weather • 9th level (1 slots): true resurrection

Actions

Multiattack

The ki-rin makes three attacks: two with its hooves and one with its horn.

Hoof

Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.

Horn

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Legendary actions

Legendary Actions (3/Turn)

The celestial can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn.

Detect

The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check.

Smite

The ki-rin makes a hoof attack or casts sacred flame.

Move

The ki-rin moves up to its half its speed without provoking opportunity attacks.

Lair Actions

Inside its lair, a ki-rin has the power to conjure objects up to three times per day, using each of the following versions of the power once. One version permanently creates enough objects made of soft, plant-based material - including manufactured objects such as cloth, pillows, rope, blankets, and clothing - to fill a cube 20 feet on a side. The second version enough objects made of wood, or similarly hard plant-based material, to fill a cube 10 feet on a side. The third version creates enough objects made of stone or metal to fill a cube 2 feet on a side, but any materials created in this way last for only 1 hour.

Regional Effects

The ki-rin's celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity: • Water flows pure within 3 miles of a ki-rin's lair. Any purposeful corruption of the water lasts for no longer than 3 minutes. • Animals, plants, and good creatures within 3 miles of the ki-rin's lair gain vigor as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren't normally prey. Evil creatures can't tolerate the holy atmosphere within the same distance, and usually choose to live much farther from the domain of a ki-rin. • Curses, diseases, and poisons affecting good-aligned creatures are suppressed when those creatures are within 3 miles of the lair. • A ki-rin can cast control weather while it is within 3 miles of its lair. The spell's point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn't need to maintain a clear path to the sky or to concentrate for the change in weather to persist. • Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years.

Ki-rin

Large celestial, typically lawful good

Armor Class

20 (natural armor)

Hit Points

153 (18d10 + 54)

Speed

walk 60 ft., fly 120 ft. (hover)

Skills

Insight +9, Perception +9, Religion +8

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 120 ft., truesight 30 ft.

Languages

all, telepathy 120 ft.

Challenge

12

Proficiency Bonus

+4

Legendary Resistance (3/Day)

If the ki-rin fails a saving throw, it can choose to succeed instead.

Magic Resistance

The ki-rin has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The ki-rin makes two Hoof attacks and one Horn attack, or it makes two Sacred Fire attacks.

Hoof

Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (2d4 + 5) force damage.

Horn

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) radiant damage.

Sacred Fire

Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) radiant damage.

Spellcasting

The ki-rin casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17): • At will: light, major image (6th-level version), thaumaturgy • 3/Day each: cure wounds, dispel magic, lesser restoration, sending • 1/Day each: banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walk

Lair Actions

On initiative count 20 (losing initiative ties), a kirin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again: Create Comforts. The ki-rin conjures up one or more permanent objects made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair. Create Stone and Metal. The ki-rin conjures up one or more temporary objects made of stone or metal that can collectively fill no more than a 2-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair, and the objects vanish after 1 hour. Create Wood. The ki-rin conjures up one or more permanent objects made of wood, or similarly hard plant-based material, that can collectively fill no more than a 10-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair.

Legendary actions

Legendary Actions (3/Turn)

The ki-rin can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ki-rin regains spent legendary actions at the start of its turn.

Move

The ki-rin moves up to half its speed without provoking opportunity attacks.

Smite

The ki-rin makes one Hoof, Horn, or Sacred Fire attack.