Kirin

Large celestial, lawful good

Armor Class 16 (natural armor)
Hit Points 123 (13d10+52)
Speed 60 ft., fly 80 ft.

STR DEX CON INT WIS CHA
20 (+5) 23 (+6) 18 (+4) 18 (+4) 21 (+5) 25 (+7)

Saving Throws Dex +9, Wis +8
Damage Resistances cold, fire, lightning
Skills Insight +8, Perception +8, Performance +10
Senses darkvision 60 ft., passive Perception 18
Languages Abyssal, Auran, Celestial, Common, Draconic; telepathy 100 ft.
Challenge 8 (3,900 XP)

SPECIAL TRAITS

  • Aerial Freedom. The kirin is affected by a constant freedom of movement spell while it is flying.
  • Aura of Cleansing Light. Whenever a creature starts its turn adjacent to the kirin, the kirin can choose to have it take 7 (2d6) radiant damage or be healed 7 (2d6) points of damage, up to its maximum.
  • Innate Spellcasting. The kirin’s spell casting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:

ACTIONS

  • Multiattack. The kirin makes one gore attack and two hoof attack.
  • Gore. Melee Weapon Attack: +8 to hit, 10 ft. reach, one target. Hit: 21 (3d10 + 5) piercing damage.
  • Hoof. Melee Weapon Attack: +8 to hit, 10 ft. reach, one target. Hit: 14 (2d8 + 5) bludgeoning damage.
  • Radiant Breath (Recharge 5-6). The kirin exhales radiant light in a 60-foot cone. Each creature in that cone must make a DC 16 Dexterity saving throw, taking 13 (3d8) radiant damage on a failed save, or half as much damage on a successful one.

ABOUT

The noble kirin roam the sky, their feet rarely touching soil.

They have a stag’s graceful body and cloven hooves, a pair of backward-facing antlers, and a thick mane and tail ranging from golden to brilliant reds or purples in the hues of the setting sun. Their hide resembles that of a dragon, the scales gleaming ebon or iridescent green or gold.

Rare in the extreme, kirin seldom meddle openly in worldly affairs, preferring a subtle hand in overturning the schemes of wicked spirits such as hags and oni. The blood of young kirin runs hot, however, and such spirited youths may serve as companions for clerics and paladins of clever wit and untarnished moral quality. Though their pride is generally too great to allow others to ride them, in extremis they might carry a wounded companion to safety.

Section 15: Copyright Notice

Asian Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Jason Nelson, Andrew Ha, Aurélien Lainé, Dan Dillon, Ismael Alvarez, James-Levi Cooke, Robert J. Grady, Jeff Ibach, Matt Kimmel, and Thurston Hillman

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