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Ki-rin

Medium celestial, neutral good
Armor Class 15 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 16 (+3) 15 (+2) 20 (+5) 19 (+4)

Saving Throws Wisdom +7, Charisma +6
Skills History +4, Insight +7, Religion +4
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities charmed, poisoned
Senses truesight 120 ft., passive Perception 15
Languages all, telepathy 60 ft.
Challenge 3 (700 XP)

Special Traits

  • Innate Spellcasting. The ki-rin’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:
  • 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.

Actions

  • Multiattack. The ki-rin makes one attack with its Horn and one attack with its Hooves.
  • Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
  • Divine Breath (recharge 5–6). The ki-rin exhales divine fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.
Section 15: Copyright Notice

Tegel Manor © 2019, Frog God Games, LLC; Authors: Bill Webb & Thom Wilson with additional material by Gabor Lux