Kirin
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.
- CRIncrease 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.
- HP
- 85 (9d10+36)
- AC
- 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, -1 size)
- Speed
- 60 ft., fly 120 ft. (good)
- Init
- +6
- Melee
- gore +14 (1d8+5), 2 hooves +8 (1d6+2)
- BAB
- +9
- CMB
- +15
- CMD
- 31 (35 vs. trip)
- Fort
- +10
- Ref
- +12
- Will
- +10
- SR
- 18
breath weapon (15-ft. cone, 5d6 fire damage, Reflex DC 18 for half, usable every 1d4 rounds), powerful charge (gore, 2d8+14)
Combat Casting, Eschew Materials, Flyby Attack, Hover, Iron Will, Weapon Focus (gore)
Diplomacy +15, Fly +20, Knowledge (history) +13, Perception +17, Perform (sing) +15, Sense Motive +14
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)
3rd (4/day)-lightning bolt (DC 19)
2nd (7/day)-lesser restoration, 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
- Type
- Magical Beast
- Alignment
- LG
- Size
- Large
- Environment
- any
- Senses
- darkvision 60 ft., detect evil, low-light vision, scent; Perception +17
- Languages
- Abyssal, Auran, Celestial, Common, Draconic; telepathy 100 ft.
- Source
- Bestiary 3
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