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This creature’s hooves and mane burn with golden fire and a single red horn juts from its forehead. It appears to be a horse, but moves without touching the ground

Kirin CR 13

XP 25,600
LG Large outsider (air, extraplanar, good, lawful)
+7; Senses darkvision 60 ft., true seeing; Perception +29
Aura holy aura


AC 29, touch 21, flat-footed 21 (+4 deflection, +7 Dex, +1 dodge, +8 natural, -1 size)
172 (15d10+90)
+15, Ref +22, Will +20
Defensive Abilities
 air mastery, whisper on the wind;
DR 10/evil; Immune electricity, petrification, poison; Resist acid 10, fire 10, sonic 10; SR 24 (25 vs. evil)


Speed 50 ft., fly 120 ft. (perfect), whisper on the wind
 gore +22 (1d8+12/18-20), 2 hooves +22 (2d6+6 plus 2d6 fire)
 10 ft.; Reach 5 ft.
Special Attacks
 powerful charge (gore 4d8+12), smite chaos

Spell-Like Abilities (CL 15th)

Constantholy aura, true seeing
At Will blur, control winds, dispel magic, guidance, gust of wind, mirror image, summon monster I (celestial only), wind wall
3/daycure light wounds, disguise self, elemental body IV (air elemental), neutralize poison, summon monster III (celestial only)
1/daychain lightning, create food and water, create water, major creation, summon monster V (celestial only), whirlwind
1/weekwish (other creatures only)


Str 23, Dex 24, Con 22, Int 21, Wis 24, Cha 22
Base Atk +15; CMB +22; CMD 44 (48 vs. trip)
Feats Alertness, Dodge, Lightning Reflexes, Lightning Stance, Weapon Finesse, Weapon Focus (gore), Weapon Focus (hoof), Wind Stance
Skills Bluff +24, Fly +31, Diplomacy +24, Escape Artist +22, Heal +25, Intimidate +24, Knowledge (arcana) +20, Knowledge (planes) +23, Perception +29, Sense Motive +29, Stealth +25
Languages Auran; telepathy 100 ft.

 spirits of the air


Air Mastery (Ex) 

Airborne creatures take a -1 penalty on attack and damage rolls against a kirin.

Hooves (Ex) 

The kirin treats its hooves as primary weapons.

Smite Chaos (Su) 

Once per day, as a swift action, a kirin can designate one chaotic creature it can see as the target of its smite chaos ability. Until the creature is dead, or the kirin rests, it adds the following: 1) its Charisma bonus to attack rolls; and 2) a damage bonus to attacks equal to its Hit Dice.

Spirits of the Air (Su) 

When a kirin summons a creature with a fly speed or the air subtype, the creature gains a +4 bonus to its Strength and Constitution scores.

Storm Horn (Ex) 

The horn of a kirin is exceedingly sharp. The kirin adds double its Strength modifier to melee damage from the horn and the horn’s critical threat range is 18-20.

Whisper on the Wind (Su)

 As a move action, the kirin can become invisible and incorporeal. As long as it is in this state, the kirin can move double its speed. The kirin can resume its normal state with a free action.

Image courtesy AppleHunter

Editor's Notes

A few notes on this creature:

1.  The Kirin's concentration for its spell-like abilities is +21.
2.  The Knowledge (arcana) skill is missing the class skill modifier.  It had an extra one available from its outsider "any 4" since Fly is automatically a class skill.
3.  The Stealth skill is missing the size modifier.
Therefore, these skills should be: 
Knowledge (arcana) +23, Stealth +21

GM's are encouraged to use these statistics.


Characters with ranks in Knowledge (planes) can learn more about a Kirin. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (planes)

DC Result
Kirin are good outsiders from the Plane of Air.
A kirin will aid other good creatures in their struggle against evil beings but must first be convinced potential allies are worthy of their assistance.
The kirin command the elements of air and lightning and can summon similar creatures to their side.
The kirin is part air and can travel at incredible speeds when it merges with that element.