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’s spellcasting ability is Charisma (spell save DC 17, +9 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 (rounded up) when it finishes a short rest. It knows the following spells:
1/day: control weather
Hoof (2/turn). Melee Weapon Attack: +9 to hit, reach 3 m. Hit: 10 (2d4 + 5) bludgeoning damage.
Horn (1/turn). Melee Weapon Attack: +9 to hit, reach 1 m. 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 or a Insight 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.
No concoctions, maneuvers, or spells
All monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9