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Pathfinder

Compendium

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Kirin

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

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.

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.

Attributes

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)
  • Special Attacks

    Breath Weapon (15-ft. Cone, 5d6 Fire Damage, Reflex Dc 18 For Half, Usable Every 1d4 Rounds), Powerful Charge (Gore, 2d8+14)
  • Reach

    5 Ft.
  • Spell-Like Abilities

    (CL 9; concentration +15 )
  • Spells Prepared

    (CL 6; 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
  • Feats

    Combat Casting, Eschew Materials B, Flyby Attack, Hover, Iron Will, Weapon Focus (Gore),
  • Skills

    Diplomacy +15 Fly +20 Knowledge (history) +13 Perception +17 Perform +15 Sense Motive +14
  • Languages

    Abyssal, Auran, Celestial, Common, Draconic; Telepathy 100 Ft.
  • ECOLOGY

  • Environment

    Any
  • Organization

    Solitary Or Pair
  • Treasure

    Standard