Kirin
Basic Information
Anatomy
Ecology and Habitats
Civilization and Culture
Interspecies Relations and Assumptions
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Hover. If knocked prone while flying, the ki-rin doesn't fall, and it can stop moving in midair and not fall. 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. 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, sacredflame, 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 slot): true resurrection
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. Mefee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
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.
On the celestial planes, 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 service, 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 material-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.
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. • 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. 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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