1. Races

Ki-rin

Huge Celestial, Lawful Good
AC 20 (natural armor)
Initiative +3 (13)
HP 152 (16d12 + 48)
Speed 60 ft., Fly 120 ft. (hover)
mod
save
mod
save
mod
save
Str
21
+5
+5
Dex
16
+3
+3
Con
16
+3
+3
Int
19
+4
+4
Wis
20
+5
+5
Cha
20
+5
+5
Skills Insight +9Perception +9Religion +8
Immunities Poison; Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 19
Languages All, telepathy 120 ft.
CR 12 (XP 8,400; PB +4) 

Traits

Innate Spellcasting. The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components:

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.

Magic Weapons. The ki-rin's weapon attacks are magical.

Spellcasting. The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17+9 to hit with spell attacks). It has the following cleric spells prepared:

Actions

Multiattack. The ki-rin makes three attacks: two with its hooves and one with its horn.

Hoof. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.

Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

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.

  • Detect. The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check.

  • Smite. The ki-rin makes a hoof attack or casts sacred flame.

  • Move. The ki-rin moves up to its half its speed without provoking opportunity attacks.

Lair Actions

Inside its lair, a ki-rin has the power to conjure objects up to three times per day, using each of the following versions of the power once. One version permanently creates enough objects made of soft, plant-based material - including manufactured objects such as cloth, pillows, rope, blankets, and clothing - to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube 10 feet on a side. The third version creates enough objects made of stone or metal to fill a cube 2 feet on a side, but any materials created in this way last for only 1 hour.

Regional Effects

The 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:

  • 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.
  • Animals, plants, and good creatures within 3 miles of the ki-rin's lair gain vigor as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren't normally prey. Evil creatures can't tolerate the holy atmosphere within the same distance, and usually choose to live much farther from the domain of a ki-rin.
  • Curses, diseases, and poisons affecting good-aligned creatures are suppressed when those creatures are within 3 miles of the lair.
  • 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.
  • Within 3 miles of the lair, winds buoy non-evil 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.

When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years.

Habitat: CoastalDesertGrasslandMountain
Source: VGM, page 163.