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Kirin

CR 7.00 Magical Beast LG Large
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.
STR
20
DEX
23
CON
18
INT
18
WIS
21
CHA
23
HP
85 (9d10+36)
AC
20, touch 15, flat-footed 14 (+6 Dex, +5 natural, -1 size)
Speed
60 ft., fly 120 ft. (good)
Init
+6
Melee
gore +14 (1d8+5), 2 hooves +8 (1d6+2)
Space
10 ft.
Reach
5 ft.
BAB
+9
CMB
+15
CMD
31 (35 vs. trip)
Fort
+10
Ref
+12
Will
+10
SR
18

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

powerful charge (gore, 2d8+14)

Combat Casting from Feat

<p class="stat-block-1"> 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.</p>

Eschew Materials from Feat

<p class="stat-block-1"> 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.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Weapon Focus from Feat

<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>

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

spell-like abilities:
Constant—Detect Evil, Constant—Water Walk, At will—Gaseous Form, At will—Gust Of Wind, 1/day—Break Enchantment, 1/day—Create Food And Water, 1/day—Major Creation, 1/day—Wind Walk
spells known:
3rd (4/day)—Lightning Bolt, 2nd (7/day)—Restoration, Lesser, 2nd (7/day)—Scorching Ray, 1st (8/day)—Color Spray, 1st (8/day)—Cure Light Wounds, 1st (8/day)—Disguise Self, 1st (8/day)—Remove Fear, 1st (8/day)—Sanctuary, At will—Arcane Mark, At will—Create Water, At will—Detect Magic, At will—Guidance, At will—Mage Hand, At will—Mending, At will—Stabilize
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

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

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