Ki-rin
Huge celestial, lawful good
Armor Class
20 (natural armor)
Hit Points
152 (16d12+48)
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)
Damage Immunities
poison
Condition Immunities
poisoned
Senses
blindsight 30 ft., darkvision 120 ft.
Skills
Insight +9, Perception +9, Religion +8
Languages
all, telepathy 120 ft.
Challenge
12 (8,400 XP)
Innate Spellcasting. The ki-rin’s innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components:
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At will: gaseous form, major image (6th-level version), wind walk
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1/day: create food and water
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 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:
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Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy
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1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary
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2nd level (3 slots): calm emotions, lesser restoration, silence
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3rd level (3 slots): dispel magic, remove curse, sending
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4th level (3 slots): banishment, freedom of movement, guardian of faith
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5th level (3 slots): greater restoration, mass cure wounds, scrying
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6th level (1 slot): heroes’ feast, true seeing
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7th level (1 slot): etherealness, plane shift
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8th level (1 slot): control weather
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9th level (1 slot): true 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 15 ft, one target. Hit: 10 (2d4+5) bludgeoning damage.
Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.
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.
Detect. The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check.
Smite. The ki-rin makes a hoof attack or casts sacred flame.
Move. The ki-rin moves up to its half its speed without provoking opportunity attacks.