Ki-rin

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 Insight +9, Perception +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 (8400 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.

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

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.

Monsters of the Multiverse

  1. DnD 5e Monsters › Ki-rin
Ki-rin