Monster
Ki-rin
Outside your table’s allowed sources
Official reference · MPMM · 2014
- Creature type
- Celestial
- Size
- Large
- Armor class
- 20 (natural armor)
- Hit points
- 153 (18d10 + 54)
- Speed
- Walk 60 ft., Fly 120 ft. (hover)
- Challenge rating
- 12
- Alignment
- Lawful Good
- Strength
- 21
- Dexterity
- 16
- Constitution
- 16
- Intelligence
- 19
- Wisdom
- 20
- Charisma
- 20
- Passive Perception
- 19
- Skills
- perception: +9; insight: +9; religion: +8
- Senses
- darkvision 120 ft., truesight 30 ft.
- Languages
- all, telepathy 120 ft.
- Immunities
- poison
- Condition Immunities
- poisoned
Traits
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.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
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.
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.
Regional effects
A 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:
- Blessed Nature: Beasts, Plants, and Celestials within 3 miles of the ki-rin's lair grow more vigorous as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren't normally prey.
- Controlled Weather: 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.
- Pure Waters: 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.
- Realm of Respite: Curses, diseases, and poisons on creatures are suppressed when those creatures are within 3 miles of the lair, unless the creatures are Aberrations, Fiends, or Undead.
- Safe Descents: Within 3 miles of the lair, winds buoy 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. Aberrations, Fiends, and Undead don't gain this benefit, falling as normal.
When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years.