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Kirin

CR 7.00 Magical Beast LG Large HD 9
With draconic scales covering much of its body, this staglike creature moves with awe-inspiring grace.

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 horns, 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.

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 mounts for cavaliers and paladins of clever wit and untarnished moral quality.

The wisest and most powerful kirin are known as emperor kirin, having earned this title through the respect of their peers and the strength of their powers. They resemble standard kirin, except their hooves give off sparks as they gallop through the air.

Emperor kirin have the advanced creature simple template and additional racial Hit Dice. When advancing a kirin's Hit Dice to create an emperor kirin, make the following additional changes.

  • CRIncrease by 1 + the number of additional HD.
  • Breath Weapon: Damage increases by 1d6 for every 2 additional HD.
  • Spellcasting: Increase sorcerer level (for the purpose of spells known and spells per day) by 1 per additional HD.
  • Spell-Like Abilities: Increase caster level by +1 per additional HD.
  • Spell Resistance: Increase by +1 per additional HD.
HP
85 (9d10+36)
AC
20, touch 15, flat-footed 14 (+6 Dex, +5 natural, -1 size)
Init
+6
Speed
60 ft., fly 120 ft. (good)
Fort
+10
Ref
+12
Will
+10
BAB
+9
CMB
+15
CMD
31 (35 vs. trip)
Melee
gore +14 (1d8+5), 2 hooves +8 (1d6+2)
Space
10 ft.
Reach
5 ft.
SR
18
str
20
+5
dex
23
+6
con
18
+4
int
18
+4
wis
21
+5
cha
23
+6

breath weapon (15-ft. cone, 5d6 fire damage, Reflex DC 18 for half, usable every 1d4 rounds)

powerful charge (gore, 2d8+14)

Universal Monster Rules

Breath Weapon (15-ft. cone, 5d6 fire damage, Reflex DC 18 for half, usable every 1d4 rounds) Su from Universal Monster Rule
Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing creature's racial HD + the breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.
Powerful Charge (gore, 2d8+14) Ex from Universal Monster Rule
When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The attack and amount of damage from the attack is given in the creature's description.

Feats, Traits & Items

Combat Casting from Feat

You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Situational: to cast a spell or use a spell-like ability defensively or while grappled: +4 untyped concentration
Eschew Materials from Feat

You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Flyby Attack from Feat

When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Hover from Feat

A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.

If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Weapon Focus (gore) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Diplomacy +15, Fly +20, Knowledge (history) +13, Perception +17, Perform (sing) +15, Sense Motive +14

spell-like abilities:
Constant—Detect Evil, Constant—Water Walk (DC 19), At will—Gaseous Form, At will—Gust Of Wind (DC 18), 1/day—Break Enchantment (DC 21), 1/day—Create Food And Water, 1/day—Major Creation, 1/day—Wind Walk (DC 22)
spells known:
3rd (4/day)—Lightning Bolt (DC 19), 2nd (7/day)—Restoration, Lesser (DC 17), 2nd (7/day)—Scorching Ray, 1st (8/day)—Color Spray (DC 17), 1st (8/day)—Cure Light Wounds (DC 17), 1st (8/day)—Disguise Self, 1st (8/day)—Remove Fear (DC 17), 1st (8/day)—Sanctuary (DC 17), At will—Arcane Mark, At will—Create Water, At will—Detect Magic, At will—Guidance (DC 16), At will—Mage Hand, At will—Mending (DC 16), At will—Stabilize (DC 16)
Details
Type
Magical Beast
Alignment
LG
Size
Large
Environment
any
Organization
solitary or pair
Treasure
standard
Senses
darkvision 60 ft., detect evil, low-light vision, scent; Perception +17
Languages
Abyssal, Auran, Celestial, Common, Draconic; telepathy 100 ft.
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
27 House/Core 2 Recognized publisher
  • Uses feat: Combat Casting (Feat) — core content under OGL 1.0a
  • Uses feat: Eschew Materials (Feat) — core content under OGL 1.0a
  • Uses feat: Flyby Attack (Feat) — cites Paizo Inc.
  • Uses feat: Hover (Feat) — cites Paizo Inc.
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Evil (Spell) — core content under OGL 1.0a
  • Knows spell: Water Walk (Spell) — core content under OGL 1.0a
  • Knows spell: Gaseous Form (Spell) — core content under OGL 1.0a
  • Knows spell: Gust Of Wind (Spell) — core content under OGL 1.0a
  • Knows spell: Break Enchantment (Spell) — core content under OGL 1.0a
  • Knows spell: Create Food And Water (Spell) — core content under OGL 1.0a
  • Knows spell: Major Creation (Spell) — core content under OGL 1.0a
  • Knows spell: Wind Walk (Spell) — core content under OGL 1.0a
  • Knows spell: Lightning Bolt (Spell) — core content under OGL 1.0a
  • Knows spell: Restoration, Lesser (Spell) — core content under OGL 1.0a
  • Knows spell: Scorching Ray (Spell) — core content under OGL 1.0a
  • Knows spell: Color Spray (Spell) — core content under OGL 1.0a
  • Knows spell: Cure Light Wounds (Spell) — core content under OGL 1.0a
  • Knows spell: Disguise Self (Spell) — core content under OGL 1.0a
  • Knows spell: Remove Fear (Spell) — core content under OGL 1.0a
  • Knows spell: Sanctuary (Spell) — core content under OGL 1.0a
  • Knows spell: Arcane Mark (Spell) — core content under OGL 1.0a
  • Knows spell: Create Water (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Guidance (Spell) — core content under OGL 1.0a
  • Knows spell: Mage Hand (Spell) — core content under OGL 1.0a
  • Knows spell: Mending (Spell) — core content under OGL 1.0a
  • Knows spell: Stabilize (Spell) — core content under OGL 1.0a
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