Ki-rin

Mordenkainen Presents: Monsters of the Multiverse p. 162,

Size
Large
Type
celestial
Alignment
typically lawful good
AC
20 (natural armor)
Hit Points
153 (18d10+54)
Speed
walk 60 ft., fly 120 ft. (hover)
Skills
Insight +9, Perception +9, Religion +8
Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 120 ft., truesight 30 ft.
Passive Perception
19
Languages
all, telepathy 120 ft.
Challenge
12
STR
21
+5
DEX
16
+3
CON
16
+3
INT
19
+4
WIS
20
+5
CHA
20
+5

Traits

Proficiency Bonus

+4

Legendary Resistance (3/Day)

If the ki-rin fails a saving throw, it can choose to succeed instead.

recharge

3/DAY

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

Lair Actions

On initiative count 20 (losing initiative ties), a kirin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again:

Create Comforts. The ki-rin conjures up one or more permanent objects made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair. Create Stone and Metal. The ki-rin conjures up one or more temporary objects made of stone or metal that can collectively fill no more than a 2-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair, and the objects vanish after 1 hour. Create Wood. The ki-rin conjures up one or more permanent objects made of wood, or similarly hard plant-based material, that can collectively fill no more than a 10-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair.

Legendary Actions

Legendary Actions (3/Turn)

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

recharge

3/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.

Spells

light, major image, thaumaturgy, cure wounds, dispel magic, lesser restoration, sending. banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walk

Other data

description