14 (natural armor)
65 (10d8+20)
walk 30 ft., fly 50 ft.
Wis +5, Cha +6
Insight +5, Performance +8
radiant; bludgeoning, piercing, slashing from nonmagical weapons
charmed, exhaustion, frightened
darkvision 60 ft.
All, telepathy 60 ft.
3
The kinnara's weapon attacks are magical. When the kinnara hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).
The kinnara shares a powerful bond with its partner and can't be turned against its partner by magical or non-magical means.
The kinnara's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: • At will: detect good and evil, guidance, light, spare the dying • 3/Day each: charm person, sleep, healing word • 1/Day each: calm emotions, enthrall, hold person
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.
Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.
The kinnara plays a series of jarring notes on its musical instrument. Each non-celestial creature within 60 feet who can hear the sound must make a DC 14 Wisdom saving throw. On a failure, a creature takes 18 (4d8) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage but isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.