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Ki-rin

Huge Celestial, Lawful Good

Deva Movanic Male-turnaround.gif

Kitbashed, mount mini, 1 variant below

Description

(From Volo's Guide to Monsters - 2016):


Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki-rins are celebrated far and wide as harbingers of destiny, guardians of the sacred, and counterbalances to the forces of evil.


Ki-rins are an embodiment of good, and simply beholding one can evoke fear or awe in an observer. A typical ki-rin looks like a muscular stag, covered in golden scales lined in some places with golden fur. It has a long mane and tail, coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature’s scales and hair appear to blaze with a holy, golden fire.


Beyond their coloration, ki-rins vary in appearance based on the deity each one reveres and the function each typically performs in service to that god. Some resemble gigantic unicorns; these are often used as guardians. Others have draconic features and tend to be aggressive foes of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag.


In many lands, common folk view ki-rins as heralds of good fortune. They consider seeing a ki-rin fly overhead a blessing and events that happen on such a day especially auspicious. If a ki-rin alights during a ceremony such as a birth announcement or a coronation, everyone present understands that the creature is telling them the person so honored could become a great force for good. Ki-rins have also been known to appear at the sites of great battles to inspire and strengthen the side of good or to rescue heroes from certain death.


Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as to the advancement of just societies. For instance, in the Forgotten Realms, ki-rins rally mostly to Torm, although they also serve his allies Tyr and Ilmater. Ki-rins that serve good deities go wherever they are commanded; a ki-rin from an Upper Plane might venture to the Material Plane on a mission, usually as a scout, a messenger, or a spy. A ki-rin living on the Material Plane claims a territory to watch over, and one ki-rin might safeguard an area that encompasses several nations.


Lair of Luxury:

On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. On the Material Plane, a ki-rin chooses a similar location for its lair, such as atop a tall pinnacle or within a cloud solidified by the ki-rin’s magic. The chosen location is almost always hard to reach, and only those mortals who have the tenacity to complete the daunting journey to a ki-rin’s lair can prove themselves worthy of speaking with its occupant. Many of those who do end up pledging service to the creature. They study under its tutelage in its lair and serve as its agents in the world. These followers might travel incognito across the land, seeking news of growing evil and working behind the scenes, or they might be champions of their master’s cause, out to defeat villainy wherever it is found.


When viewed from the outside, a ki-rin’s lair is indistinguishable from a natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has taken creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests but also teaches of holy mysteries.


Lair Actions:

On initiative count 20 (losing initiative ties), a ki-rin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again:


Create Comforts. The ki-rin conjures up one or more permanent objects made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair.


Create Stone and Metal. The ki-rin conjures up one or more temporary objects made of stone or metal that can collectively fill no more than a 2-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair, and the objects vanish after 1 hour.


Create Wood. The ki-rin conjures up one or more permanent objects made of wood, or similarly hard plant-based material, that can collectively fill no more than a 10-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair.


Regional Effects:

A 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:


Blessed Nature. Beasts, Plants, and Celestials within 3 miles of the ki-rin’s lair grow more vigorous as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren’t normally prey.


Controlled Weather. 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.


Pure Waters. 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.


Realm of Respite. Curses, diseases, and poisons on creatures are suppressed when those creatures are within 3 miles of the lair, unless the creatures are Aberrations, Fiends, or Undead.


Safe Descents. Within 3 miles of the lair, winds buoy 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. Aberrations, Fiends, and Undead don’t gain this benefit, falling as normal.


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






(From Monstrous Manual - 1993):


The ki-rin is a noble creature that roams the sky in search of good deeds to reward or malefactors to punish.


The ki-rin’s coat is covered with luminous golden scales like a sunrise on a clear morning. The thick mane and tail are a darker gold. The horn and hooves are gold tinged with pink. The eyes are a deep violet. The ki-rin has a melodious voice.


Ki-rin speak their own language. Since they are telepathic, they are able to mentally or verbally converse with virtually any living thing.


Combat: The ki-rin can physically attack with its powerful hooves (2d4 points of damage each) or a unicorn-like horn that gains a +3 bonus to its attack roll and inflicts 3d6 points of damage.


They can employ spells as if they were 18th-level mages. Each day they may use nine 1st-level spells, eight 2nd-level spells, seven 3rd-level spells, etc., all the way to one 9th-level spell.


The ki-rin’s telepathy enables them to read conscious thoughts and are thus nearly impossible to surprise. The ki-rin also possess a variety of magical powers that can each be used once each day. They can create nutritious food and beverages for 2d12 people, as well as 32 cubic feet of soft goods or 18 cubic feet of wooden items. These are permanent creations. The ki-rin can create metal items with a total weight of up to 2,000 gp weight, but such items have very short life spans. In general, the harder the substance, the shorter the life span; for example, adamantite lasts an hour, while gold lasts 1d4+1 days.


The ki-rin can also generate illusions with audial, visual, and olfactory components. These illusions last without further concentration until the illusion is either magically dispelled or disrupted by disbelief. The ki-rin can assume gaseous form, wind walk, summon weather, and call lightning as well. When a ki-rin conjures things of the sky or things that involve the air, the creature or magic produced is at twice normal strength, including hit points and the damage inflicted by its attacks. They can enter the Ethereal and Astral planes at will.


Level Dis/Sci/Dev Attack/Defense Score PSPs

9        4/5/18        All/All =Int          200


Habitat/Society: The ki-rin are a race of aerial creatures that rarely set hoof on solid ground. Only the males ever approach the ground. No encounter with a female ki-rin has ever been recorded, although it is certain such beings exist. Likewise no young ki-rin has ever been encountered, thus details of their reproduction are unknown. Ki-rin are reticent about these topics.


Ki-rin come to the aid of humanoids if asked properly or if such beings are faced with a powerful, extremely evil being. Ki-rin believe in self-improvement, though, and do not casually come to a humanoid’s aid except in the most dire of circumstances.


Ki-rin sustain themselves by creating their own food and drink. They are highly imaginative with their creations. They may establish a lair high atop a mountain or plateau. Such sites are virtually impossible to reach without resort to flight or climbing. The lairs may have an stony exterior crafted from local materials. It is enhanced by magically created wood and stout cloth. The interiors tend to be luxurious. The ki-rin are able to craft fine cloth, tapestries, pillows, and other comforts. An occupied lair is kept clean by carefully controlled winds that sweep out debris.


Although ki-rin are generous and not avaricious, they still tend to accumulate treasure. These may be their own creations, gifts from friends and allies, souvenirs of past travels and exploits, fines levied against malefactors, or booty taken from vanquished foes.


Ecology: Ki-rin spend most of their time pursuing their own affairs. They often monitor the activities of powerful evil creatures and beings. If such beings become too malevolent, the ki-rin act against them.


Ki-rin may reward allies or needy individuals by creating food and valuables.


The intact skin of a ki-rin is worth 25,000 gp. Possession of such a item is dangerous, due to the retribution that may be visited upon the possessor by other ki-rin, sympathetic humanoids, or intelligent lawful good monsters.

Alternate Versions

Home Plane

Upper Planes (lawful good)

Stat Block

5th Edition:

- Angry Golem Games

- Volo's Guide to Monsters (2016)

- Dndbeyond

3rd Edition:

- Realmshelps.net

2nd Edition:

- Mojobob's website

Abilities

- Innate spellcasting
- Divine spellcasting
- Hoof and horn attacks are magical
- Sacred fire attack does radiant damage at range
- Legendary actions
- Legendary Resistance
- Magic resistance
- Immune to poison
- Truesight
- Telepathy
- Flight

Appearance

The ki-rin’s coat is covered with luminous golden scales like a sunrise on a clear morning. The thick mane and tail are a darker gold. The horn and hooves are gold tinged with pink. The eyes are a deep violet. The ki-rin has a melodious voice.

Size

Hero Forge: Mount (4'8") (XL)
Lore: Huge (13 ft. long)
Suggested: Huge

Other Monikers

Ki'rin, T'uen-rin

Sources

- Forgotten Realms Wiki

- Volo's Guide to Monsters (2016)

- Dndbeyond

- Monstrous Manual (1993)

- Mojobob's website

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