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  1. 5e.tools › bestiary › kirin-vgmKi-rin - 5etools

    The ki-rin's celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity: Water flows pure within 3 miles of a ki-rin's lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.

  2. 5e.tools › bestiary › kirin-mpmmKi-rin - 5etools

    The ki-rin conjures up one or more permanent objects made of wood, or similarly hard plant-based material, that can collectively fill no more than a 10-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair.

  3. Skills Insight +9, Perception +9, Religion +8 Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., truesight 30 ft., passive Perception 19 Languages all, telepathy 120 ft. Challenge 12 (8400 XP) Proficiency Bonus +4

  4. A ki-rins' spell-like abilities are as the spells cast by an 18th-level sorcerer (save DC 16 + spell level). Telepathy (Su): A ki-rin can communicate telepathically with any creature within 100 feet that has a language. Detect Thoughts (Su): A ki-rin can continuously detect thoughts as the spell cast by a 12th-level sorcerer (DC 18). This ...

  5. The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared: Multiattack. The ki-rin makes three attacks: two with its hooves and one with its horn. Hoof. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.

  6. www.gmbinder.com › share › -MMGXFR9Ht3XNo_xJgnIPatron - Ki-rin | GM Binder

    While some warlocks gain power through taking up cursed arms, others gain power from their patron by serving as an extension of their will. The graceful Ki-rin gifts those pure of heart with a magical lance, capable of protecting ones allies and wreaking havoc on ones foes.

  7. The ki-rin exhales divine fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.

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