Dungeons & Dragons 3e



Large Outsider (Air, Good)
Hit Dice: 12d8+60 hp (108 hp)
Initiative: +2 (Dex)
Speed: 60, 120 flying (good)
AC: 25 (-1 size, +2 Dex, +14 natural)
Attacks: 2 hooves +18 melee, 1 horn +18 melee
Damage: Hoof 2d4, horn 3d6
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Spells
Special Qualities: Spells, spell-like abilities, SR 29
Saves: Fortitude +13, Reflex +10, Will +15
Abilities: Str 25, Dex 15, Con 20, Int 20, Wis 25, Cha 19
Skills: Appraise +20, Concentration +25, Decipher Script +10, Diplomacy +14, Gather Information +19, Knowledge: Arcana +20, Knowledge: Planes +20, Scry +30, Sense Motive +27, Spellcraft +20. Spot +23
Feats: Empower Spell, Cleave (horn), Improved Critical (horn)

Climate/Terrain: Sky
Organization: Solitary
Challenge Rating: 16
Treasure: Standard coins, standard goods, double art
Alignment: Always Lawful Good
Advancement: 9-15 HD (Huge)

Kir-rin are beautiful creatures that roam the sky in search of good deeds to reword and malefactors to punish. The resemble horse-like deer with golden scales, dark gold manes and tails, pink-tinged gold cloven hooves, and large violet eyes. They have a single graceful, branched horn growing from the middle of their foreheads, like unicorns. They are large creatures, usually about 13 feet in length.

These creatures almost never set foot on ground; the females, if they exist (for none have been seen, nor have any young) never do. They occasionally build lairs on almost inaccessable mountain tops. These lairs are filled with creature comforts, often things that the ki-rin created itself through its magic. When they do land, it is usually in order to help good beings in times of dire trouble against evil. Although they will monitor the actions of very evil beings, ki-rin usually do not interfere unless they grow too powerful. They are omnivorous, and create all their own food using magic. Ki-rin speak their own language, and use telepathy to speak with other beings.

Ki-rin can strike with two hooves or with its powerful horn, which is considered a +3 magical weapon; the magic fades if removed from the body. Ki-rin are peaceful and will rarely attack except in the cause of good.

Spells: Ki-rin cast spells as if they were 18th-level sorcerers (save DC 11 + 4 Cha bonus + spell level).

Spell-Like Abilities: In addition to their spells, ki-rin can cast, at will, major creation, persistant image, create food and water, wind walk, gaseous form, control weather, plane shift (to the Astral, Ethereal, and Prime Material planes only), and call lightning, as 18th-level sorcerers.

Telepathy (Su): Ki-rin can speak to any intelligent, language-using being within 100 feet via telepathy. The also automatically pick up the conscious thoughts of intelligent beings within that range, making them very difficult to surprise.


From the 2e Monster Manual

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