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Kirin

With draconic scales covering much of its body, this staglike creature moves with awe-inspiring grace.

Kirin CR 7

XP 3,200
LG Large magical beast (air)
Init +6; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +17

DEFENSE

AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, -1 size)
hp 85 (9d10+36)
Fort +10, Ref +12, Will +10
Resist cold 10, electricity 30, fire 10; SR 18

OFFENSE

Speed 60 ft., fly 120 ft. (good)
Melee gore +14 (1d8+5), 2 hooves +8 (1d6+2)
Space 10 ft.; Reach 5 ft.

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)

Constantdetect evil, water walk
At willgaseous form, gust of wind
1/daybreak 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)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

STATISTICS

Str 20, Dex 23, Con 18, Int 18, Wis 21, Cha 23
Base Atk +9; CMB +15; CMD 31 (35 vs. trip)
Feats Combat Casting, Eschew MaterialsB, Flyby 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.

Source: AppleHunter
Variants

Emperor Kirin: 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.