Kirin
With draconic scales covering much of its body, this staglike creature moves with awe-inspiring grace.
Kirin (CR 7)
Large Magical Beast (Air)Alignment: Lawful Good
Initiative: +6
Senses: Darkvision 60 feet, Detect Evil, Low-Light Vision, Scent; Perception +17
Speed: 60 feet, Fly 120 feet (good)
Space: 10 feet
Defense
Armor Class: 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, -1 size)Hit Points: 85 (9d10+36)
Saving Throws: Fort +10, Ref +12, Will +10
Energy Resistance: cold 10, electricity 30, fire 10
Spell Resistance: 18
Offense
Melee: gore +14 (1d8+5), 2 hooves +8 (1d6+2)Reach: 5 feet
Special Attacks: Breath Weapon (15-ft. cone, 5d6 fire damage, Reflex DC 18 for half, usable every 1d4 rounds), Powerful Charge (gore, 2d8+14)
Spell-Like Abilities (CL 9th; Concentration +15):
- Constant- Detect Evil, Water Walk
- At Will- Gaseous Form, Gust Of Wind
- 1/day- Break Enchantment, Create Food and Water, Major Creation, Wind Walk (self only)
Spells Known (CL 6th; Concentration +12):
- 3rd (4/day) - Lightning Bolt (DC 19)
- 2nd (7/day) - Restoration, Lesser, Scorching Ray
- 1st (8/day) - Color Spray (DC 17), Cure Light Wounds, Disguise Self, Remove Fear, Sanctuary (DC 17)
- 0 (at will) - Arcane Mark, Create Water, Detect Magic, Guidance, Mage Hand, Mending, Stabilize
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
20 (+5) | 23 (+6) | 18 (+4) | 18 (+4) | 21 (+5) | 23 (+6) |
CMB +15
CMD 31 (35 vs. Trip)
Feats: Combat Casting, Eschew Materials, Fly-by Attack, Hover, Iron Will, Weapon Focus (gore)
Skills: Diplomacy +15, Fly +20, Knowledge (history) +13, Perception +17, Perform (sing) +15, Sense Motive +14
Languages: Abyssal, Auran, Celestial, Common, Draconic; telepathy 100 ft.
Special Abilities
Spells
A kirin casts spells as a 6th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a kirin, meaning that the creature does not need a divine focus to cast them.Ecology
Environment: AnyOrganization: solitary or pair
Treasure: standard
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 horns, 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.
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 mounts for cavaliers and paladins of clever wit and untarnished moral quality.
The wisest and most powerful kirin are known as emperor kirin, having earned this title through the respect of their peers and the strength of their powers. They resemble standard kirin, except their hooves give off sparks as they gallop through the air.
Emperor kirin have the advanced creature simple template and additional racial Hit Dice. When advancing a kirin's Hit Dice to create an emperor kirin, make the following additional changes.
• CR: Increase by 1 + the number of additional HD.
• Breath Weapon: Damage increases by 1d6 for every 2 additional HD.
• Spellcasting: Increase sorcerer level (for the purpose of spells known and spells per day) by 1 per additional HD.
• Spell-Like Abilities: Increase caster level by +1 per additional HD.
• Spell Resistance: Increase by +1 per additional HD.