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Ki-Rin

Ki-Rin CR: 12

Huge celestial , lawful good
Armor Class: 20 (natural armor)
Hit Points: 152 (16d12+48) 16d12+48
Speed: 60 ft , fly: 120 ft , can hover

STR

21 +5

DEX

16 +3

CON

16 +3

INT

19 +4

WIS

20 +5

CHA

20 +5

Skills: Perception +9 1d20+9 , Insight +9 1d20+9 , Religion +8 1d20+8
Damage Immunities: poison
Condition Immunities: poisoned
Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 19
Languages: All, Telepathy 120 ft.
Challenge Rating: 12

The Ki-Rin is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 1d20+9 to hit with spell attacks). It has the following cleric spells prepared:   Cantrips: Light, Mending, Sacred Flame, Spare the Dying, Thaumaturgy   1st Level (4 slots): Command, Cure wounds, Detect Evil and Good, Protection from Evil and Good, Sanctuary   2nd Level (3 slots): Calm Emotions, Lesser Restoration, Silence   3rd Level (3 slots): Dispel Magic, Remove Curse, Sending   4th Level (3 slots): Banishment, Freedom of Movement, Guardian of Faith   5th Level (3 slots): Greater Restoration, Mass Cure Wounds, Scrying   6th Level (1 slot): Heroes' Feast, True Seeing   7th Level (1 slot): Etherealness, Plane Shift   8th Level (1 slot): Control Weather   9th Level (1 sot): True Resurrection   Innate Spellcasting. The Ki-Rin's innate spellcasting ability is Charisma (spell save DC 17). The Ki-Rin can innately cast the following spells, requiring no material components:

At will: Gaseous Form, Major Image (6th-level version), Wind Walk

1/day: Create Food and Water


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.   Magic Weapons. The Ki-Rin's weapon attacks are magical.

Actions

Multiattack. The Ki-Rin makes three attacks; two with its hooves and one with its horn.   Hoof. Melee Weapon Attack: +9 1d20+9 to hit, reach 15 ft., one target. Hit: 10 (2d4+5) 2d4+5 bludgeoning damage.   Horn. Melee Weapon Attack: +9 1d20+9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) 2d8+5 piercing damage.

Legendary Actions

The ki-rin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ki-rin regains spent legendary actions at the start of its turn.   Detect. The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check.   Smite. The ki-rin makes a hoof attack or casts Sacred Flame.   Move. The ki-rin moves up to half its speed without provoking opportunity attacks.

On the celestial pl'anes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. In the world, a ki-rin chooses a similar location, such as atop a tall pinnacle or within a cloud solidified by the ki-rin's magic. When viewed from the outside, a ki-rin's lair is indistinguishable from a natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has taken creatures into its ser- vice, its lair doubles as a sacred site wherein the ki-rin not only rests, but also teaches of holy mysteries.   Inside its lair, a ki-rin has the power to conjure objects up to three times per day, using each of the following versions of the power once. One version permanently creates enough objects made of soft, plant-based ma- terial-including manufactured objects such as cloth, pillows, rope, blankets, and clothing- to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant based material, to fill a cube 10 feet on a side. The third version creates enough objects made of stone or metal to fill a cube 2 feet on a side, but any materials created in this way last for only 1 hour.

Regional Effects

The ki-rin's celestial nature transforms the region around its lair. Any ofthe following magical effects is possible for travelers to encounter in the vicinity:

  • 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.
  • Animals, plants, and good creatures within 3 miles of the ki-rin's lair gain vigor as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren't normally prey. Evil creatures can't tolerate the holy atmosphere within the same distance, and usually choose to live much farther from the domain of a ki-rin.
  • Curses, diseases, and poisons affecting good-aligned creatures are suppressed when those creatures are within 3 miles of the lair.
  • 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.
  • Within 3 miles of the lair, winds buoy non-evil 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.
  When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years.


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