Ki-rin

Ki-rin

Huge celestial
Challenge

STR
5
DEX
3
CON
3
INT
4
WIS
5
CHA
5

152
16d12+48
22
Soak
2
Fort
+4
Ref
+7
Will
+6
Defense note natural armor
Damage resistances bludgeoning, piercing, and slashing from attacks that have not been desecrated with the blood from a celestial or humanoid killed within the past 24 hours
Damage immunities poison
Condition immunities poisoned

Speed 10 m., fly 20 m. (hover)
Skills Divinity (cha) +8 (19), Insight +8 (19), Perception +8 (19)
Senses blindsight 5 m., darkvision 20 m.
Languages all, telepathy 20 m.

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 uses Divinity (cha) to cast spells (spell save Difficulty 17, +8 to hit with spell attacks). It has 23 mana, a mana limit of 4, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: detect evil and good, gaseous form, image (augmented to major image)

1 mana: command, heal, protection from evil and good, sanctuary, sending

2 mana: banishment, calm emotions, clairvoyance, create food and water, dispel magic, freedom of movement, guardian of faith, mass heal, remove curse, restoration, seeing

3 mana: control weather, etherealness, heroes’ feast, plane shift, resurrection

Actions (3)

Hoof (2/turn). Melee Weapon Attack: +8 to hit, reach 3 m. Hit: 10 (2d4 + 5) bludgeoning damage.

Horn (1/turn). Melee Weapon Attack: +8 to hit. Hit: 14 (2d8 + 5) piercing damage.

Legendary actions (3)

Only one legendary 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 Perception check.

Move. The ki-rin moves up to its half its speed without provoking opportunity attacks.

Smite. The ki-rin makes a hoof attack or casts sacred flame.

Coastal, Desert, Grassland, Mountain, Upper planesvgtm

Spells

As an action, you speak a one-word command to a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or follow the command. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. On its turn, the creature must use its speed to move toward you by the shortest and most direct route, and can’t willingly move away from you on during its turn.

Drop. The creature immediately drops whatever it is holding at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make a Brawn or Nimbleness (its choice) check contested by the hostile creature’s Brawn or Nimbleness check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

Flee. On its turn, the creature must use its speed to move away from you by the shortest and most direct route, and can’t willingly move toward you on during its turn.

Grovel. The creature immediately falls prone.

Halt. On its turn, the creature can’t willingly move. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command on each of your turns.

concentration, 5 minutes/mana

As an action, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 5 meters of you, as well as where the creature is located. Similarly, you know if there is a place or object within 5 meters of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.

As an action, a creature that you can touch or see within 10 meters regains 2d8 + your spellcasting ability health. This spell has no effect on constructs or undead.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the healing by 3d8 for each additional mana expended.

  • Major Regeneration. You can expend 2 additional mana to increase the healing by 1d8 and stimulate major natural healing. The duration changes to 1 minute/mana and for the duration of the spell, the creature regains 1 health at the start of each of its turns (10 health each minute).

    The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

  • Power Word Heal. You can expend 3 additional mana and cast this spell as two actions so the target regains all its health. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up.

concentration, 5 minutes/mana

As an action, you create the image of an object, a creature, or some other visible phenomenon that is no larger than a sphere. The image appears at a spot within 20 meters and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

As long as you are within 20 meters of the illusion, you can use an action to cause the image to move up to 5 meters to a space you can see, but the illusion must remain within 20 meters of you. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature can use an action to examine the image, making a skill check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware that it is an illusion. If a creature discerns the illusion for what it is, the creature can see through the image, and any other sensory qualities of the image become faint to the creature.

Augment
You can augment this spell with the following options, expending mana for each option.
  • Major Image. You can expend 1 additional mana so the image seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal concussion damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). Additionally, when you move the illusion you can cause it to make different sounds at different times, even making it carry on a conversation, for example.

  • Indefinite. You can expend 1 additional mana so the spell lasts until dispelled, without requiring your concentration.

  • Programmed Image. You can expend 2 additional mana so the illusion activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 5-meter cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

    When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

    The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 5 meters of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

concentration, 5 minutes/mana

As an action, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attacks made against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

1 minute/mana

As an action, you ward a creature within 5 meters against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Will saving throw.

On a failure, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

As an action, you send a short message of twenty-five words or less to a creature with which you are familiar within 10 kilometers. If the creature is not within 10 kilometers the message is not received.

The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can send an additional twenty-five words for each additional mana expended.

  • You can expend 1 additional mana so you can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5% chance that the message doesn’t arrive.

concentration, 1 minute/mana

As two actions, you send an object weighing 150 kilos or less, or attempt to send a Large or smaller creature, within 10 meters to to another plane of existence. An unwilling creature must succeed on a Will saving throw to avoid the effect.

If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. A creature who is native to the plane of existence you’re on can repeat the saving throw at the end of each turn, returning on a success.

If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before the duration ends, the target reappears within 5 meters of the space it left. Otherwise, the target doesn’t return.

Augment

You can target one additional creature or object, affect a creature of a larger size, and increase the weight of an object that this spell can target by 100 kilos for each for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As two actions, you attempt to suppress strong emotions in a group of creatures at a point within 10 meters. Each creature in a sphere centered on that point must make a Will saving throw. If the creature is immune to being charmed, the spell has no effect on it.

On a failure, it is indifferent about creatures of your choice that it is hostile toward for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.

M (crystal ball, a silver mirror, or a font filled with holy water worth 500 sp); concentration, 5 minutes/mana

As you spend 10 minutes to cast this spell, you can see and hear a location or a particular creature that is within 2 kilometers.

If you choose a location, it must be familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). When you do, the sensor appears at that location and doesn’t move.

If you choose a particular creature, it must make a Will saving throw, which is modified by how well you know the creature and the sort of physical connection you have to it. If a creature knows you’re casting this spell, it can willingly fail the saving throw if it wants to be observed.

KnowledgeSave Modifier
Secondhand (you have heard of the creature)+4
Firsthand (you have met the creature)+0
Familiar (you know the creature well)−4
ConnectionSave Modifier
Likeness or picture−2
Possession or garment−4
Body part, lock of hair, bit of nail, or the like−10

On a failure, you create an invisible sensor within 2 meters of the creature. You can see and hear through the sensor as if you were there. The sensor moves with the creature, remaining within 2 meters of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist, though it can’t be attacked or otherwise interacted with.

On a success, the creature isn’t affected, and you can’t use this spell against it again for 4 hours.

On a critical success, the creature isn’t affected, and you can’t use this spell against it again for 24 hours.

Augment

You can expend 1 additional mana so the creature or object can be anywhere on the same plane of existence as you.

As two actions, you create 7 kilos of food and 40 liters of clean water on the ground or in containers within 5 meters, enough to sustain up to seven humanoids or 2 steeds for 24 hours for each mana expended. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.

Augment

You create an additional 7 kilos of food and 40 liters of clean water for each additional mana expended.

As two actions, choose a creature, object, or magical effect within 20 meters. Make a skill check using your spellcasting skill. The Difficulty equals the spell Difficulty used to cast the spell + the spell’s effective mana. If you have identified the spell, you have advantage on this skill check. If there are multiple spells and if you have not identified them, the spell is chosen at random starting with the spell with the lowest mana cost.

On a success, the spell ends.

If you fail by 4 or less, the spell is suppressed for 1 minute.

A spell’s effective mana is normally the amount of mana it was cast with, including augmentation. If a feature lets a spell be cast without expending mana then the spell’s effective mana is its normal mana cost.

Augment

You gain a +1 bonus to your skill check for each additional mana expended.

As two actions, you touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The target can also spend 1 meter of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

concentration, 1 hour/mana

As two actions, you, along with everything you’re wearing and carrying, transforms into a misty cloud. The spell ends if you drop to 0 health.

While in this form, the following rules apply:

  • your only method of movement is a flying speed of 2 meters (hover)
  • you can enter and occupy the space of another creature
  • you have resistance to nonmagical damage and are immune to the exhausted, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2 centimeters wide without squeezing, though treat liquids as though they were solid surfaces.
  • you can’t fall and remain hovering in the air even when stunned or otherwise incapacitated.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
  • if you are burning, the condition ends.
  • the only actions you can take in this form are the Dash action or to revert to your normal form. Until the spell ends, as two actions, you can revert to cloud form.

If you are in cloud form and flying when the effect ends, you descends 10 meters per round for 1 minute until you land, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Wind Walk. You can expend 1 additional mana to cast this spell without concentration and modify the effect so your flying speed increases to 100 meters. You can target five additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

3 hours/mana

As two actions, a Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within 5 meters. The guardian occupies that space and is indistinct except for a weapon it wields which is emblazoned with the symbol of your deity. The weapon is a weapon associated with your deity (as St. Cuthbert is known for his mace and Thor for his hammer).

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. A creature that moves within 1 meter of the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 2d12 bludgeoning, piercing, or slashing (based on the weapon associated with your deity) damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The guardian vanishes when it has dealt a total of 50 damage.

Augment

You can increase the damage by 1d10 and the maximum damage increased by 25 for each additional mana expended.

As two actions, a wave of healing energy washes out from you into injured creatures around you. Roll 8d6 and add your spellcasting ability; the total is how much health you restore, divided as you choose among any number of creatures that you can touch or see within 10 meters. This spell has no effect on constructs or undead.

Augment

You can increase the healing by 4d6 for each additional mana expended.

As two actions, choose a creature, object, or magical effect within 20 meters. Make a Divinity or Occult check. The Difficulty typically equals the spell Difficulty used to cast the curse spell + the mana used to cast the curse spell or a flat Difficulty. If there are multiple curses and if you have not identified them, the curse is chosen at random starting with the least powerful curse.

On a success, if the curse specifies that it is lifted by this spell, the curse ends.

If you fail by 4 or less and the curse specifies that it is lifted by this spell, the curse is suppressed for 1 minute.

On a success, if the curse does not specify that it is lifted by this spell, you learn about the curse. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate, but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”

Augment

You gain a +1 bonus to your skill check for each additional mana expended.

As two actions, you touch a creature and can remove the blinded or deafened condition.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Greater Restoration. You can expend 1 additional mana to instead remove any reductions to one of its abilities, remove one effect that reduces its maximum health, remove one effect that charmed, paralyzed, or petrified it, or reduce its exhausted level by one.

1 hour/mana

As two actions, your senses are almost impossible to foil. For the duration, you can see things as they truly are out to a range of 20 meters, allowing you to:

  • see invisible creatures and objects
  • see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to grant this ability to a willing creature you touch.

  • True Seeing. You can expend 1 additional mana so the creature has truesight, allowing it to see the following in addition to those listed above:

    • see in normal and magical darkness
    • automatically detect visual illusions and succeed on saving throws against them
    • perceive the original form of a shapechanger or a creature that is transformed by magic

(ritual); concentration, 1 hour/mana

As you spend 10 minutes to cast this spell while outdoors, you take control of the weather within 10 kilometers of you for the duration.

When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Moving to a place where you don’t have a clear path to the sky ends the spell early.

Precipitation
StageCondition
1Clear
2Light clouds
3Overcast or ground fog
4Rain, hail, or snow
5Torrential rain, driving hail, or blizzard
Temperature
StageCondition
1Unbearable heat
2Hot
3Warm
4Cool
5Cold
6Arctic cold
Wind
StageCondition
1Calm
2Moderate wind
3Strong wind
4Gale
5Storm

1 minute/mana

As two actions, you step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you dismiss the spell on your turn (no action required). During this time, you can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 10 meters away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to 10 for every meter you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target five additional willing creatures for each additional mana expended. The creatures must be within 5 meters of you when you cast the spell.

  • You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. The attacker must make an additional roll and use the worst result and the duration changes to the end of your next turn.

  • You can expend 1 additional mana to be able to move in any direction. If you move up or down, the distance is halved.

  • Continuous. You can expend 1 additional mana to change the duration to 1 hour/mana.

M (gem-encrusted bowl worth 1,000 sp, consumed)

As you spend 10 minutes to cast this spell, you bring forth a great feast within 5 meters, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Will saving throws with advantage. Its maximum health also increases by 2d10, and it gains the same amount of health. These benefits last for 24 hours.

As two actions, you are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

Augment

You can transport five additional willing creatures for each additional mana expended. The creatures must link hands with you in a circle.

M (diamond worth 500 sp, consumed)

As you spend 1 hour to cast this spell, you touch a creature that has been dead for no longer than 10 days, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the creature is restored to life with 1 health.

This spell closes all wounds, but it doesn’t restore missing body parts, neutralizes any poison, and cures nonmagical diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting the spell, they afflict the target on its return to life. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty on skill checks and saving throws. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on skill checks and saving throws.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana and the diamond must be worth 1,000 sp so the creature must have been dead for no longer than 100 years. It is restored to life with all its health and any missing body parts are restored.

  • True Resurrection. You can expend 2 additional mana and the diamond must be worth 25,000 sp so the creature must have been dead for no longer than 200 years. The spell can target an undead creature, which is restored to its non-undead form. The spell can cure magical diseases and curses. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 2 meters of you and does not suffer any penalty on skill checks or saving throws from coming back from the dead.