Huge Celestial , Lawful Good
• Armor Class: 20
• Hit Points: 152 (16d12+48)
• Speed: 60 ft., fly 120 ft. (hover)

21 (+5) 16 (+3) 16 (+3) 19 (+4) 20 (+5) 20 (+5)

• Skills: Insight +9, Perception +9, Religion +8
• Condition Immunities: poisoned
• Senses: blindsight 30 ft., darkvision 120 ft.
• Languages: all, telepathy 120 ft.
• Challenge: 12 (8400 XP)
• Environments: Coast, Desert, Grassland, Mountain

• Legendary Resistance (3/Day): If the ki-rin fails a saving throw, it can choose to succeed instead.

• Magic Resistance: The ki-rin has advantage on saving throws against spells and other magical effects.

• Magic Weapons: The ki-rin's weapon attacks are magical.

Innate Spellcasting

The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components:

• At will: gaseous form, major image (6th-level version), wind walk
• 1/day: create food and water


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:

• Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy
• 1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary
• 2nd level (3 slots): calm emotions, lesser restoration, silence
• 3rd level (3 slots): dispel magic, remove curse, sending
• 4th level (3 slots): banishment, freedom of movement, guardian of faith
• 5th level (3 slots): greater restoration, mass cure wounds, scrying
• 6th level (1 slot): heroes' feast, true seeing
• 7th level (1 slot): etherealness, plane shift
• 8th level (1 slot): control weather
• 9th level (1 slot): true resurrection


• 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. Hit: 10 (2d4+5) bludgeoning damage.

• Horn: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.

Legendary Actions

The ki-rin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ki-rin regains spent legendary actions at the start of its turn.

• Detect: The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check.

• Smite: The ki-rin makes a hoof attack or casts sacred flame.

• Move: The ki-rin moves up to its half its speed without provoking opportunity attacks.