Charge. If the kirin moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Innate Spellcasting. The kirin's innate spellcasting ability is Charisma (spell save DC 14). The kirin can innately cast the following spells, requiring no components:
At will: detect evil and good, druidcraft, pass without trace
1/day each: calm emotions, dispel evil and good, entangle
Magic Resistance. The kirin has advantage on saving throws against spells and other magical effects.
Magic Weapons. The kirin's weapon attacks are magical.
Multiattack. The kirin makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Healing Touch (3/Day). The kirin touches another creature with its horn. The target magically regains 3 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Breath of Death (Recharge 3-5). The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 14 (10d10) necrotic damage on a failed save, or half as much damage on a successful one.
Teleport (1/Day). The kirin magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the kirin is familiar with, up to 1 mile away.
The kirin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kirin regains spent legendary actions at the start of its turn.
Hooves. The kirin makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions). The kirin creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the kirin's next turn.
Heal Self (Costs 3 Actions). The kirin magically regains 11 (2d8 + 2) hit points.
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