Large Celestial, Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 153 (18d10 + 54)
Speed 70 ft.
STR
21 (+5)
DEX
16 (+3)
CON
16 (+3)
INT
19 (+4)
WIS
20 (+5)
CHA
20 (+5)
Skills Insight +9, Perception +9, Religion +8
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If the Unde fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Unde has advantage on saving throws against spells and other magical effects.

The Red Moons Aura. Any creature within 30ft of Unde must make a DC 15 WIS save or take 3d4 psychi damage and loses their reaction until their next turn. 

Actions

Multiattack. The Unde makes two Stomp attacks and one Horn attack, or it makes two Sacred Fire attacks.

Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the elephant moved at least 20 feet straight toward the target immediately before the hit, the target also has the Prone condition.

Stomp. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) force damage.

Horn. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) radiant damage.

Sacred Fire. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) radiant damage.

Spellcasting. The Unde casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):

At will: light, major image (6th-level version), thaumaturgy

3/day each: cure wounds, dispel magic, lesser restoration, sending

1/day each: banishment, calm emotions, create food and water, greater restoration, protection from evil and good, revivify, wind walk

Bonus Actions

Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage.

Legendary Actions

Unde 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.

Move. The Unde moves up to half its speed without provoking opportunity attacks.

Smite. The Unde makes one Stomp, Horn, or Sacred Fire attack.

Lair and Lair Actions

Lair of Luxury

On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. On the Material Plane, a ki-rin chooses a similar location for its lair, such as atop a tall pinnacle or within a cloud solidified by the ki-rin’s magic. The chosen location is almost always hard to reach, and only those mortals who have the tenacity to complete the daunting journey to a ki-rin’s lair can prove themselves worthy of speaking with its occupant. Many of those who do end up pledging service to the creature. They study under its tutelage in its lair and serve as its agents in the world. These followers might travel incognito across the land, seeking news of growing evil and working behind the scenes, or they might be champions of their master’s cause, out to defeat villainy wherever it is found.

When viewed from the outside, a ki-rin’s lair is indistinguishable from a natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has taken creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests but also teaches of holy mysteries.

Lair Actions

On initiative count 20 (losing initiative ties), a ki-rin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again:

Create Comforts. The ki-rin conjures up one or more permanent objects made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair.

Create Stone and Metal. The ki-rin conjures up one or more temporary objects made of stone or metal that can collectively fill no more than a 2-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair, and the objects vanish after 1 hour.

Create Wood. The ki-rin conjures up one or more permanent objects made of wood, or similarly hard plant-based material, that can collectively fill no more than a 10-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair.

Regional Effects

A ki-rin’s Celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity:

Blessed Nature. Beasts, Plants, and Celestials within 3 miles of the ki-rin’s lair grow more vigorous as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren’t normally prey.

Controlled Weather. A ki-rin can cast control weather while it is within 3 miles of its lair. The spell’s point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn’t need to maintain a clear path to the sky or to concentrate for the change in weather to persist.

Pure Waters. Water flows pure within 3 miles of a ki-rin’s lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.

Realm of Respite. Curses, diseases, and poisons on creatures are suppressed when those creatures are within 3 miles of the lair, unless the creatures are Aberrations, Fiends, or Undead.

Safe Descents. Within 3 miles of the lair, winds buoy creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Aberrations, Fiends, and Undead don’t gain this benefit, falling as normal.

When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years.

Habitat: CoastalDesertGrasslandMountain

LimitlessGravity1

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