Kiminari Kirin (5e Creature)

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Kiminari Kirin[edit]

Large dragon, any non-lawful alignment (usually neutral good)


Armor Class 16 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 50 ft., fly 50 ft.


STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 16 (+3) 14 (+2) 18 (+4) 16 (+3)

Saving Throws Dex +8, Con +7, Wis +8
Damage Resistances fire, radiant
Damage Immunities lightning, poison, thunder
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Celestial, Common, Draconic, telepathy 60 ft.
Challenge 10 (5,900 XP)


Charge of the Storm. If the kirin moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage and 9 (2d8) lightning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Magic Resistance. The kirin has advantage on saving throws against spells and other magical effects.

Magic Weapons. The kirin's weapon attacks are magical.

ACTIONS

Multiattack. The kirin makes two attacks: one with its hooves and one with its horn.

Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.

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


LEGENDARY ACTIONS

The kirin 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 kirin regains spent legendary actions at the start of its turn.

Hooves. The kirin makes one attack with its hooves.
Storm Shield (Costs 2 Actions). The kirin creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. When the target hits with a weapon attack, the weapon deals an additional 5 (2d4) lightning damage. Additionally, the target has advantage on saving throws against spells and other magical effects and when it takes damage from a creature it can see within 10 feet of it, it can use its reaction to cause the field to flare with lightning. The creature must make a DC 16 Dexterity saving throw, taking 9 (2d8) lightning damage on a failed save, or half as much damage on a successful one.
Storm Surge (Costs 3 Actions). The kirin, along with any equipment it is wearing or carrying and up to three willing creatures within 5 feet of it, magically turn into a bolt of lightning and move up to 100 feet in a straight line without provoking opportunity attacks. The kirin can move through other creatures' spaces, but it can't end the move inside another creature's space. Each creature of the kirin's choice within 10 feet of it as it moves must make a DC 16 Dexterity saving throw, taking 5 (2d4) lightning damage on a failed save, or half as much damage on a successful one. Then, the kirin and each creature that moved with it magically regains 11 (2d10) hit points.

It runs upon the wind,
It dances on the storm clouds,
It sings like a bird.
—The Kirin, haiku

The kiminari kirin is a distant relative of the unicorn and the storm dragons, they generally range in fantastic bright cooling colors like teals, azure blues, platinum whites, silver and or bright purples. A fantastic beast which rides on storm clouds and across the night sky of a full moon. They have one central horn like a unicorn and antlers like a caribou, the body similar to a horse with scales like a dragon and the tail of a dragon. They have wild fantastic manes of bright platinum white, silver or gold. They wander the world's eternally free with the Winds but they also enjoy finding the most isolated and secluded forests and taigas of the north and sleeping upon the trees. These fantastic beasts can serve as great allies and mounts, and a hero who has one as a mount is the envy of an entire kingdom or empire. They are wise and give council at times but they also love to whistle like birds, speak to forest beasts and sing folk songs or ask riddles. They are incredibly curious creatures by nature. Generally, kiminari kirin are wild wanderers but they are also incredibly noble creatures and will come to the aid of distraught beasts and peasants after they have saved the helpless victims they will gladly take any small token of appreciation but then leap into the clouds and vanish back to their wild whimsical journey across the world. When angered the kiminari kirin flies into a noble vengeance with lightning striking its enemies and it heroically charges into its foes, kicking and goring its foes. Most enemies are left charred corpses and suffer grievous burns and injuries from the Kirin and flee. Since the kirin has a sense of honor he might let honorable foes flee with their life like mountain tigers and cave bears. The people of Tian'Yang view these beasts as divine entities from the heavens and guardians of the downtrodden and poor. But some kirin are also evil or neutral and uncaring and their colors change to dark reds, greens or violets, sometimes even shimmering black. These kiminari kirin are corrupted and generally serve evil sorcerers, tyrants and bloodthirsty pirates.


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