Size:
Large
Type:
Magical Beast
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 25 + 1d10
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: controller
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Gore
Melee Weapon Attack: +8 to hit, 10 ft. reach, one target. Hit: 21 (3d10 + 5) piercing damage.
Action
Hoof
Melee Weapon Attack: +8 to hit, 10 ft. reach, one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Action
Multiattack
The kirin makes one gore attack and two hoof attack.
Action
Radiant Breath (Recharge 5-6)
The kirin exhales radiant light in a 60-foot cone. Each creature in that cone must make a DC 16 Dexterity saving throw, taking 13 (3d8) radiant damage on a failed save, or half as much damage on a successful one.
Special
Aerial Freedom
The kirin is affected by a constant freedom of movement spell while it is flying.
Special
Aura of Cleansing Light
Whenever a creature starts its turn adjacent to the kirin, the kirin can choose to have it take 7 (2d6) radiant damage or be healed 7 (2d6) points of damage, up to its maximum.
Special
detect good and evil, gaseous form, water walk
Innate, at will
Special
dispel good and evil, lightning bolt.
Innate, at will
Special
Innate Spellcasting
The kirin's spell casting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:
Special
lesser restoration, scorching ray
Innate, at will

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
2 hooves
8 (1d6+2)
Action
gore
14 (1d8+5)
Special (Ex)
Air Mastery
Special (Ex)
Hooves
Special (Ex)
Storm Horn
Special (Su)
Smite Chaos (Su)
Special (Su)
Spirits of the Air (Su)
Special (Su)
Whisper on the Wind (Su)

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Combat Casting
Action
Feat 2
Eschew MaterialsB
Action
Feat 3
Flyby Attack
Action
Feat 4
Hover
Action
Feat 5
Iron Will
Action
Feat 6
Weapon Focus (gore)
Action
Melee 1
gore +14 (1d8+5)
Action
Melee 2
2 hooves +8 (1d6+2)
Special
Spell Resistance: Increase by +1 per additional HD.
Special
0 (at will)
arcane mark, create water, detect magic, guidance, mage hand, mending, stabilize
Special
1/day
break enchantment, create food and water, major creation, wind walk (self only)
Special
1st (8/day)
color spray (DC 17), cure light wounds, disguise self, remove fear, sanctuary (DC 17)
Special
2nd (7/day)
lesser restoration, scorching ray
Special
3rd (4/day)
lightning bolt (DC 19)
Special
Spells Known (CL 6th; concentration +12)
Spells Known (CL 6th; concentration +12)
Special
At will
gaseous form, gust of wind
Special
Constant
detect evil, water walk
Special
Spells
A kirin casts spells as a 6th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a kirin, meaning that the creature does not need a divine focus to cast them.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
A kirin can select creatures within their aura that can use hostile actions without needing to attempt a Will save.
Ability
Breath Weapon
(divine, evocation, fire) The kirin breathes fire in a 30-foot cone, dealing 8d6 fire damage (DC 25 basic Reflex save). The kirin can't use Breath Weapon again for 1d4 rounds.
Ability
Deflecting Gale [Reaction]
Circumstance: Trigger: The kirin is targeted with a ranged Strike;
The kirin intensifies the wind around themself, gaining a +4 circumstance bonus to AC against the triggering attack.
Ability
Divine Innate Spells
DC 25; 3rd calm emotions (at will), gust of wind (×3), heal (×2); 1st detect alignment (at will); Cantrips (4th) light; Constant (4th) air walk (self only)
Ability
Peaceful Aura
(abjuration, aura, divine, emotion, mental) 60 feet. Creatures within a kirin's peaceful aura attempting to use a hostile action must first attempt a DC 22 Will save; on a failure, the hostile action is disrupted. If a creature in the aura successfully uses a hostile action, it's temporarily immune to peaceful aura for 24 hours, and while it's temporarily immune, other creatures in the kirin's peaceful aura can perform hostile actions toward it without needing to attempt a Will save.
Ability
Rearing Thrust
The kirin rushes forward, rears up on their hind legs, and descends upon their target with their horn. The kirin Strides and makes a horn Strike. If this Strike hits, it deals an additional 1d8 damage, and the target is knocked prone.
Offense
Melee
Circumstance: combat round (melee)
hoof +18 [+13/+8] (magical), Damage 2d10+8 bludgeoning
Trait
Air
Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Language
Auran
Celestial
Common
Draconic
telepathy 100 feet
Perception
darkvision
scent (imprecise) 60 feet
The noble kirin roam the sky, their feet rarely touching soil.
They have a stag's graceful body and cloven hooves, a pair of backward-facing antlers, and a thick mane and tail ranging from golden to brilliant reds or purples in the hues of the setting sun. Their hide resembles that of a dragon, the scales gleaming ebon or iridescent green or gold.
Rare in the extreme, kirin seldom meddle openly in worldly affairs, preferring a subtle hand in overturning the schemes of wicked spirits such as hags and oni. The blood of young kirin runs hot, however, and such spirited youths may serve as companions for clerics and paladins of clever wit and untarnished moral quality. Though their pride is generally too great to allow others to ride them, in extremis they might carry a wounded companion to safety.
5e SRD