Kirin 기린
Large celestial, lawful good
Armor Class 19 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 50 ft., fly 100 ft. (hover), walk-on-water/air*
STR 18 (+4) · DEX 18 (+4) · CON 16 (+3) · INT 18 (+4) · WIS 20 (+5) · CHA 22 (+6)
Saving Throws Dex +9, Wis +10, Cha +11
Skills Insight +10, Medicine +10, Perception +10, Persuasion +11, Religion +8
Damage Resistances radiant; bludgeoning, piercing, and slashing from non-magical attacks
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 20
Languages all, telepathy 120 ft.
Challenge 10 (5,900 XP)
Traits
Auspicious Presence. Friendly creatures of the Kirin’s choice that start their turns within 30 feet of it gain 5 hit points and have advantage on saving throws against being frightened or diseased.
Merciful Strikes. The Kirin’s attacks are considered non-lethal. A creature reduced to 0 hit points by the Kirin is stable, cured of disease and poison, and becomes unconscious for 1 minute instead of dying.
Innate Spellcasting. The Kirin’s spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect evil and good (PHB, p.231/261), lesser restoration (PHB, p.255/291), remove curse (PHB, p.271/312)
3/day each: calm emotions (PHB, p.221/249), daylight (PHB, p.230/260), dispel evil and good (PHB, p.233/263)
1/day each: mass cure wounds (PHB, p.258/296), greater restoration (PHB, p.246/281), heal (PHB, p.250/284)
Actions
Multiattack. The Kirin makes two Hoof attacks or one Hoof attack and uses Heavenly Breath, if available.
Hoof. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) radiant damage. A fiend or undead takes an extra 9 (2d8) radiant damage.
Heavenly Breath (Recharge 5–6). The Kirin exhales magical energy in a 30-foot cone and chooses one of the following effects. Creatures can be affected only once per breath.
Healing Breath. Each creature of the Kirin’s choice in the cone regains 4d8 + 3 hit points and ends any frightened, charmed, diseased, or poisoned condition affecting it.
Pacifying Breath. Each creature in the cone must make a DC 18 Wisdom saving throw. On a failure, a creature (other than fiends or undead) is charmed and incapacitated for 1 minute (save ends at end of each of its turns). A fiend or undead that fails takes 36 (8d8) radiant damage and is stunned for 1 minute (save ends).
Bonus Actions
Heavenly Step. The Kirin teleports up to 60 feet to an unoccupied space it can see.
Reactions
Shielding Grace. When a creature the Kirin can see within 60 feet takes damage, the Kirin reduces that damage by 20.
Lair & Regional Effects
A Girin that chooses to remain in a place for one year or more sanctifies the region in a 10-mile radius:
Crops thrive, disease all but disappears, and small disputes end peacefully.
Fiends and undead must succeed on a DC 18 Charisma saving throw to enter the area; on a failure, they can’t willingly do so for 24 hours.
When a non-evil creature finishes a long rest in the area, it gains inspiration (DMG, p. 125).
If the Girin departs or is slain, these effects fade over 3d10 days.
Lore
A mythic herald of peace, happiness, prosperity, and the birth of great people. Often described with a
기린이여, 상서로운 발굽으로 구름을 가르고 이곳에 내려주소서. 어질고 자비로운 마음이 우리 땅을 비추도록 허락하소서.
Kirini-yeo, sangseoroun balgub-euro gureum-eul gareugo igose naeryeojuseoseo. Eojilgo jabiro-un maeumi uri ttang-eul bichutodorok heorakhasoseo.
From Korean Bestiary 5E, p. 44 · Fern Flower Press