Kirin | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Mordenkainen Presents: Monsters of the Multiverse

Kirin CR: 12

Large celestial, lawful good
Armor Class: 20 (natural armor)
Hit Points: 153 (18d10 + 54) 18d10+54
Speed: 60 ft , can hover

STR

21 +5

DEX

16 +3

CON

16 +3

INT

19 +4

WIS

20 +5

CHA

20 +5

Skills: Insight +9, Perception +9, Religion +8
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft., truesight 30 ft., passive Perception 19
Languages: all, telepathy 120 ft.
Challenge Rating: 12
Alabaster Kirin by Igor Kieryluk

Spellcasting. The kirin 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


Legendary Resistance (3/Day). If the kirin fails a saving throw, it can choose to succeed instead.
Magic Resistance. The kirin has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The kirin 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 Actions

The kirin can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The kirin regains spent legendary actions at the start of its turn.

  • Move. The kirin moves up to half its speed without provoking opportunity attacks.
  • Smite. The kirin makes one Hoof, Horn, or Sacred Fire attack.

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 kirin 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 kirin's choice on the floor of the lair.
  • Create Stone and Metal. The kirin 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 kirin's choice on the floor of the lair, and the objects vanish after 1 hour.
  • Create Wood. The kirin 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 kirin's choice on the floor of the lair.

Regional Effects

A kirin'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 kirin'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 kirin 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 kirin 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 kirin'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 kirin 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 kirin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years.


Created by

I Dream of Azathoth.

Statblock Type

Monster

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