Innate Spellcasting. The ki-rin’s innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components:
At will: gaseous form, major image (6th-level version), wind walk
1/day: create food and water
Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead.
Magic Resistance. The ki-rin has advantage on saving throws against spells and other magical effects.
Magic Weapons. The ki-rin’s weapon attacks are magical.
Spellcasting. The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots): calm emotions, lesser restoration, silence
3rd level (3 slots): dispel magic, remove curse, call lightning
4th level (3 slots): banishment, freedom of movement, guardian of faith
5th level (3 slots): greater restoration, mass cure wounds, scrying
6th level (1 slot): chain lightning, true seeing
7th level (1 slot): fire storm, crown of stars
8th level (1 slot): earthquake
9th level (1 slot): true resurrection
Multiattack. The ki-rin makes three attacks: two with its hooves and one with its horn.
Hoof. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (2d8 + 10) bludgeoning damage.
Horn. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: (2d12 + 10) piercing damage.
Lightning Wave. The ki-rin unleashes a wave of lightning around itself and everyone in a 15 foot radius must make DC 23 or take 25d6 lightning damage.
Lightning Skin. The ki-rin coats itself as a reaction in lightning that lasts for 2 turns. If someone strikes the ki-rin with an attack within 20 feet during this time, they suffer from 7d10 damage. The ki-rin regains 8d8 hit points at the end of each turn.
The ki-rin 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 ki-rin regains spent legendary actions at the start of its turn.
Detect. The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check.
Smite. The ki-rin makes a hoof attack or casts sacred flame.
Move. The ki-rin moves up to its half speed without provoking opportunity attacks.
Comments