Huge celestial, lawful good
Armor Class 20 (natural armor)
Hit Points 152 (16d12 + 48)
Speed 60 ft., fly 120 ft. (hover)
Proficiency Bonus +4
Proficiency Bonus +7 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
21 (+5) | 16 (+3) | 16 (+3) | 19 (+4) | 20 (+5) | 20 (+5) |
Saving Throws (suggested) Str +9, Dex +7, Con +7, Int +8, Wis +9, Cha +9
Skills Perception +9, Insight +9, Religion +8
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
Languages all, telepathy (detect thoughts (suggested) always active) 120 ft.
Challenge 12 (8400 XP)
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
Innate Spellcasting (suggested). 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, no concentration required), wind walk
- 1/day: call lightning, control weather, create food and water, major creation
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.
Master of the Air (suggested). All air based spells have double duration and inflict double damage. Conjured air based creatures have advantage on hit rolls and maximum hit points.
Planeswalker (suggested). The ki-rin can enter and leave the Ethereal Plane and the Astral Plane at will. This action counts as a move action and costs a legendary action.
Spellcasting. The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:
- Cantrips (at will): 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): conjure elemental, 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 slot): true resurrection
ACTIONS
- Multiattack. The ki-rin makes three attacks: two with its hooves and one with its horn.
- Hoof. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.
- Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
- Horn (suggested). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) piercing damage. The horn of the ki-rin has the same properties of a +3 magical weapon.
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 its half speed without provoking opportunity attacks.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A ki-rin is a majestic and benevolent creature that resembles a unicorn, but with scales, wings, or antlers instead of fur and a single horn. They are native to the celestial planes, where they serve good-aligned deities or protect vast regions of the mortal world. They are harbingers of good fortune, and days when a ki-rin is sighted are considered blessed.
Ki-rins have stag-like bodies covered in luminous golden scales or fur, and thick manes of golden hair. They have deep violet eyes and melodious voices. Their hooves and horns are pinkish-copper in color. Some have a spiral horn, while others have two horns or deer-like antlers. Their appearance can vary depending on the power they serve, and some are more draconic or elephantine than others.
Ki-rins rarely touch the ground, and are often found soaring through the skies in search of evil to smite and good deeds to be done. They are generous and not prone to greed, but they accumulate treasures, some of which are created by other celestial beings and others of which are trophies and trinkets from their foes.
Ki-rins speak their own language, as well as the Spirit Tongue, which is understood by all celestials. Since they are telepathic, they are able to mentally or verbally converse with virtually any living thing that knows a language.
COMBAT
Ki-rins are powerful combatants, capable of using their hooves, horns, and teeth to inflict serious damage. They can also fly without wings, and have several other magical abilities, such as reading minds, creating illusions, controlling weather, and casting spells. They are extremely resistant to magic, and can choose to succeed on saving throws against spells and other magical effects.
Ki-rins prefer to avoid unnecessary violence, but they will not hesitate to fight against evil creatures or those who threaten their domains. They are loyal allies of good creatures, and will often aid them in their quests or offer them shelter in their lairs. Ki-rins are especially fond of unicorns, pegasi, aasimar, and other celestial beings.
HABITAT / SOCIETY
Ki-rins live in secluded lairs that are hidden from the eyes of most mortals. Their lairs are often located in high places, such as mountaintops, clouds, or floating islands. They can conjure objects within their lairs, such as soft or hard plant-based materials, or even stone or metal for a limited time. Their lairs are filled with treasures and mementos that reflect their personalities and histories.
Ki-rins are solitary creatures, but they occasionally form bonds with other ki-rins or celestial beings. They communicate telepathically with each other and with any creature that knows a language. They have a patron deity that they serve or worship, usually Koriel, the god of unicorns and ki-rins.
Ki-rins rarely approach the ground, except for the males who may do so for unknown reasons. No encounter with a female ki-rin has ever been recorded, although it is certain such beings exist. Likewise no young ki-rin has ever been encountered, thus details of their reproduction are unknown. Ki-rins are reticent about these topics.
ECOLOGY
Ki-rins are celestial beings that do not need to eat or sleep, but they enjoy grazing on plants and fruits. They are herbivores, and will not harm any living creature unless it is evil or hostile. Ki-rins have a positive impact on the environment around their lairs, as they purify water, enhance flora and fauna, suppress curses and diseases, and create favorable weather conditions. Evil creatures cannot tolerate the holy atmosphere within their domains, and usually avoid them.
Ki-rins spend most of their time pursuing their own affairs. They often monitor the activities of powerful evil creatures and beings. If such beings become too malevolent, the ki-rin act against them.
Ki-rins may reward allies or needy individuals by creating food and valuables.
The intact skin of a ki-rin is worth 25,000 gp. Possession of such an item is dangerous, due to the retribution that may be visited upon the possessor by other ki-rin, sympathetic humanoids, or intelligent lawful good monsters.