DND Monsters: Ki-Rin
From: Volo's Guide to Monsters and Mordenkainen Presents: Monsters of the Multiverse (Note: Despite both Volo's and Mordenkainen's having 2 different stat blocks the one I am using is the one from Mordenkainen's aka the updated and new and improved one)
Large Celestial, Typically Lawful Good
AC 20 (natural armor)
HP 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 Insight +9, Perception +9, Religion +8
Immunities Poison Cannot Be Poisoned
Senses Darkvision 120 ft., Truesight 30 ft.
Languages All, telepathy 120 ft.
CR 12
Traits
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
Legendary Action Uses: 3. Immediately after another creature's turn, The ki-rin can expend a use to take one of the following actions. The ki-rin regains all expended uses at the start of each of its turns.
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.
Lair: On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. In the world, a ki-rin chooses a similar location, such as atop a tall pinnacle or within a cloud solidified by the ki-rin's magic. When viewed from the outside, a ki-rin's lair is indistinguishable from a natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has taken creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests, but also teaches of holy mysteries.
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.
Regional Effects
A ki-rin's Celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity:
Blessed Nature: Beasts, Plants, and Celestials within 3 miles of the ki-rin's lair grow more vigorous as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren't normally prey.
Controlled Weather: A ki-rin can cast control weather while it is within 3 miles of its lair. The spell's point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn't need to maintain a clear path to the sky or to concentrate for the change in weather to persist.
Pure Waters: Water flows pure within 3 miles of a ki-rin's lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.
Realm of Respite: Curses, diseases, and poisons on creatures are suppressed when those creatures are within 3 miles of the lair, unless the creatures are Aberrations, Fiends, or Undead.
Safe Descents: Within 3 miles of the lair, winds buoy creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Aberrations, Fiends, and Undead don't gain this benefit, falling as normal.
When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years.
@doodl3 *wink*
















