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Kirin (Aurora)

Kirin (Aurora)

Large Celestial, LG
AC: 17 (NA), HP: 123
Speed: 60', Fly: 80'

Str: 20 (+5), Dex: 23 (+6), Con: 18 (+4), Int: 18 (+4), Wis: 21 (+5), Char: 25 (+7)
ST: Dex: +9, Wis: +8
Skills: Perception: +8, Insight: +8, Performance: +10
Dmg Resistance: Cold, Fire, Lightning
Senses: Darkvision: 60', PP: 18
Languages: Common, Abyssal, Auran, Celestial, Draconic; Telepathy: 100'
Challenge: 8 (3,900 XP)
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SPECIAL TRAITS

Aerial Freedom. The kirin is affected by a constant freedom of movement spell while it is flying.
Aura of Cleansing Light. Whenever a creature starts its turn adjacent to the kirin, the kirin can choose to have it take 2d6 radiant damage or be healed 2d6 points of damage, up to its maximum.
Light that Reveals All: The Kirin has advantage on checks to detect illusions, and areas affected by it's breath weapon dispel illusions in that area.
Magic Resistance. The Kirin has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The kirin’s spell casting ability is Char (SDC 18). It can innately cast the following spells, requiring no material components:
At will: detect good and evil, gaseous form, water walk
3/day each: lesser restoration, scorching ray
1/day each: dispel good and evil, lightning bolt.
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ACTIONS

Multiattack. The kirin makes one gore attack and two hoof attack or breath weapon attack.
Gore. Melee Weapon Attack: +8 to hit, 10 ft. reach, one target. Hit: 3d10 + 5 piercing damage.
Hoof. Melee Weapon Attack: +8 to hit, 10 ft. reach, one target. Hit: 2d8 + 5 bludgeoning damage.
Radiant Breath (Recharge 5-6). The kirin exhales radiant light in a 60-foot cone. Each creature in that cone must make a DC 16 Dexterity saving throw, taking 7d8 radiant damage on a failed save, or half as much damage on a successful one.
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The noble kirin roam the sky, their feet rarely touching soil.
They have a stag’s graceful body and cloven hooves, a pair of backward-facing antlers, and a thick mane and tail ranging from golden to brilliant reds or purples in the hues of the setting sun. Their hide resembles that of a dragon, the scales gleaming ebon or iridescent green or gold.
Rare in the extreme, kirin seldom meddle openly in worldly affairs, preferring a subtle hand in overturning the schemes of wicked spirits such as hags and oni. The blood of young kirin runs hot, however, and such spirited youths may serve as companions for clerics and paladins of clever wit and untarnished moral quality. Though their pride is generally too great to allow others to ride them, in extremis they might carry a wounded companion to safety.

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