Kryx RPGThemesMonsters

Ki-rin

Huge celestial
Challenge
12 (8,400 XP)

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

152
16d12+48
20
Soak
2
Fort
+3
Ref
+4
Will
+5
Defense note natural armor
Damage immunities poison
Condition immunities poisoned

Speed 18 m., fly 35 m. (hover)
Senses blindsight 9 m., darkvision 35 m., passive Perception 19
Skills Divinity +9, Insight +9, Perception +9
Languages all, telepathy 35 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 is a 15th-level spellcaster. Its 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, and knows the following spells:

At will: detect evil and good, gaseous form, gaseous form (augmented to Wind Walk), image (augmented to Major Image)

Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy

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

1/day: control weather

3/day: 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 4.5 m. Hit: 10 (2d4 + 5) bludgeoning damage.

Horn. Melee Weapon Attack: +9 to hit, reach 1.5 m. Hit: 14 (2d8 + 5) piercing damage.

Legendary Actions

The ki-rin can take 3 legendary actions, choosing from the options below. 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.

Coastal, Desert, Grassland, Mountainvgtm