Kirin
Description
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.
Combat Stats
- Melee
- gore +14 (1d8+5), 2 hooves +8 (1d6+2)
- Space
- 10 ft.
- Reach
- 5 ft.
- SR
- 18
Ability Scores
Special Attacks
breath weapon (15-ft. cone, 5d6 fire damage, Reflex DC 18 for half, usable every 1d4 rounds)
powerful charge (gore, 2d8+14)
Feats
Special Abilities
Universal Monster Rules
Feats, Traits & Items
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.
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.
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.
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).
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills
Diplomacy +15, Fly +20, Knowledge (history) +13, Perception +17, Perform (sing) +15, Sense Motive +14
Spells
- 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