THE SHARED REFERENCE Adventurer

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.

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.

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.

Quick preview