Ki-rins: 5th Edition Monster Guide

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.


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


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.