🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

KirinCreature 7


RareLGLargeAirBeastFire
Source Pathfinder Bestiary 3
Perception +17 (darkvision, scent (imprecise) 60 feet)
Languages Auran, Celestial, Common, Draconic, Telepathy 100 Feet
Skills Acrobatics +17, Diplomacy +19, Nature +15, Religion +15, Stealth +17
Str +5, Dex +6, Con +2, Int +2, Wis +4, Cha +6

AC 25; Fort +13; Reflex +17; Will +15;
HP 115
Speed 40 feet
Immunities fire

Hoof One Action +18 (+13, +8) to hit (magical) 2d10+8 Bludgeoning
Horn One Action +18 (+14, +10) to hit (agile, magical) 2d8+8 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Deflecting Gale Reaction

Trigger The kirin is targeted with a ranged Strike


Effect The kirin intensifies the wind around themself, gaining a +4 circumstance bonus to AC against the triggering attack.

Peaceful Aura (abjuration, aura, divine, emotion, mental)

60 feet Aura


Creatures within a kirin's peaceful aura attempting to use a hostile action must first attempt a DC 22 will save; on a failure, the hostile action is disrupted.

If a creature in the aura successfully uses a hostile action, it's temporarily immune to peaceful aura for 24 hours, and while it's temporarily immune, other creatures in the kirin's peaceful aura can perform hostile actions toward it without needing to attempt a Will save.

A kirin can select creatures within their aura that can use hostile actions without needing to attempt a Will save.

Breath Weapon Two Actions (divine, evocation, fire)

The kirin breathes fire in a 30-foot cone, dealing 8d6 fire damage (DC 25 basic reflex save).

The kirin can't use Breath Weapon again for 1d4 rounds.

Rearing Thrust Two Actions

The kirin rushes forward, rears up on their hind legs, and descends upon their target with their horn. The kirin Strides and makes a horn Strike. If this Strike hits, it deals an additional 1d8 damage, and the target is knocked Prone.


Divine Innate Spells (DC 25, +17 to hit)

Cantrips (4th Level): Light
1st Level: Detect Alignment (At Will), Gust of Wind, Heal
2nd Level: Calm Emotions (At Will)
4th Level: Air Walk (Constant) (Self Only)


The rare and majestic antlered beast known as a kirin supposedly appear only in times of peace and prosperity or during the birth or death of a great sage. Thus, encountering a kirin is a sign of great fortune, success, and prosperity to come. Conversely, finding a kirin's corpse or witnessing their death is a portent of tragedy and misfortune. A kirin's song always precedes the sighting of one of these graceful creatures, a sound often mistaken for wind chimes gently dancing in the breeze.

Kirin are chimeric creatures with the body of a stag, the tail of an ox, two horns atop their heads, and the scales and vibrant coloration of a dragon. Their majestic manes and beards constantly flow in the breeze, even on days with no wind, and sometimes appear wreathed in flames.

As creatures that treasure life, kirin don't consume flesh, and they take great care not to kill even a single insect beneath their cloven hooves. They're the embodiment of peace yet will quickly strike down evil with a powerful thrust of their horns, knowing that their acts preserve the peace for those who might otherwise come to harm. Legends tell of particularly pious champions who have persuaded kirin to partner with them as mounts, though accomplishing such a feat is even rarer than the kirin.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.