Large Celestial, Chaotic Evil
Armor Class 20 natural armor
Hit Points 306 (36d10 + 108)
Speed 60 ft., fly 120 ft. (hover)
STR
21 (+5)
DEX
16 (+3)
CON
16 (+3)
INT
19 (+4)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws CON +7
Skills Insight +9, Perception +9, Religion +8
Damage Immunities Lightning, Poison, Thunder
Condition Immunities Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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 an 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, inflict wounds, detect evil and good, protection from evil and good, sanctuary

2nd level (3 slots): hold person, blindness/deafness, silence

3rd level (3 slots): dispel magic, spirit shroud, sending

4th level (3 slots): banishment, freedom of movement, guardian of faith

5th level (3 slots): greater restoration, insect plague, scrying

6th level (1 slot): harm, true seeing

7th level (1 slot): divine wordetherealness

8th level (1 slot): control weather

9th level (1 slot): true resurrection

Actions

Multiattack. The ki-rin can use its Harrowing Presence ability. It then makes two Hoof attacks and one Horn attack, or it makes two Sacred Fire attacks.

Hoof. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) force damage.

Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) lightning damage.

Profane Levin. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) lightning damage.

Harrowing Presence. Each creature of the ki-rin's choice that is within 120 feet of the ki-rin and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ki-rin's Harrowing Presence for the next 24 hours.

Legendary Actions

The ki-rin can take 3 legendary actions, choosing from the options below. Only one legendary action 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 ki-rin moves up to half its speed without provoking opportunity attacks.

Smite. The ki-rin makes one Hoof, Horn, or Sacred Fire attack.

Abundant Static (Costs 2 Actions). Each creature within 10 feet of the ki-rin must make a DC 17 Dexterity saving throw as it flares the static electricity around it. On a failed save, an affected creature takes 14 (3d8) lightning damage.

Lair and Lair Actions

On initiative count 20, any active lair actions of the ki-rin resolve, in order. It then uses its Pummeling Gale and 3 more other actions, chosen from the below list:

  • Crashing Gale: The ki-rin chooses a cardinal direction; the wind shifts and begins to howl with frightful speed in the chosen direction. Each creature not behind cover when this resolves must make a DC 17 Strength saving throw. On a failure, an affected creature takes 14 (2d8 + 5) bludgeoning damage, is shoved 20 feet in the chosen direction, and is knocked prone. A creature that is shoved into a space adjacent to an object with movement remaining takes (# of remaining squares of movement)d8 additional bludgeoning damage. On a success, a creature takes half as much damage and is not shoved.
  • Conduct Lightning: The ki-rin chooses a point within 1 mile of it and calls down lightning to strike the area in a 20ft radius, 1 mile high cylinder. Any creature in that area when this resolves must succeed on a DC 17 Dexterity saving throw or take 23 (3d10 + 5) lightning damage, or half as much damage on a success.
  • Crackling Ring: The ki-rin causes the arena to flare up in concentric rings of crackling lightning. Two 5ft wide rings, beginning 10 ft and 25 ft from the center, engulf the area. Any creature in either of these areas when this effect resolves must succeed on a DC 17 Dexterity saving throw or 19 (4d6 + 5) lightning damage and become stunned until the end of its next turn, or half as much damage on a success.
  • Crushing Reverberation. The ki-rin chooses a point within 1 mile of it and causes the air pressure within a 30ft cube of the chosen point to swell to deadly levels. Any creature in the area when this resolves must succeed on a DC 17 Constitution saving throw or take 23 (4d8 + 5) thunder damage and become deafened, or half as much damage on a success.
postscript37

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