Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki-rins are celebrated far and wide as harbingers of destiny, guardians of the sacred, and counterbalances to the forces of evil.
Ki-rins are an embodiment of good, and simply beholding one can evoke fear or awein an observer. A typical ki-rin looks like a muscular stag, covered in golden scales lined in some places with golden fur. It has a long mane and tail, coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature’s scales and hair appear to blaze with a holy, golden fire.
Beyond their coloration, ki-rins vary in appearance based on the deity each one reveres and the function each typically performs in service to that god. Some resemble gigantic unicorns; these are often used as guardians. Others have draconic features and tend to be aggressive foes of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag.
Large Celestial, Typically Lawful Good
Armor Class: 20 (natural armor)
Hit Points: 153 (18d10 + 54)
Speed: 60 ft., fly 120 ft. (hover)
- STR – 21 (+5)
DEX – 16 (+3)
CON – 16 (+3)
INT – 19 (+4)
WIS – 20 (+5)
CHA – 20 (+5)
Skills: Perception +9, Insight +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: 12 (8,400 XP)
Proficiency Bonus: +4
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.
ACTIONS
Multiattack. The ki-rin 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.
Spellcasting. The ki-rin 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 ACTIONS
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.
Move. The ki-rin moves up to half its speed without provoking opportunity attacks.
Smite. The ki-rin makes one Hoof, Horn, or Sacred Fire attack.