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.
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), thaumaturgyThe 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.
