Taisho Kirin (5e Creature)

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Taisho Kirin[edit]

Large dragon, lawful good

Armor Class 20 (natural armor)
Hit Points 270 (20d10 + 160)
Speed 40 ft., fly 80 ft., swim 40 ft.

26 (+8) 14 (+2) 26 (+8) 16 (+3) 16 (+3) 24 (+7)

Saving Throws Dex +8, Con +14, Wis +9, Cha +13
Skills Insight +9, Perception +15, Persuasion +13, Stealth +8
Damage Resistances see Prismatic Scales below
Damage Immunities poison, radiant
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
Languages Celestial, Common, Draconic, Sylvan, telepathy 60 ft.
Challenge 18 (20,000 XP)

Amphibious. The dragon can breathe air and water.

Prismatic Scales. At the start of each of its turns, the dragon chooses acid, cold, fire or lightning. The dragon has resistance to that type of damage.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.


Multiattack. The dragon can use its Inspiring Presence. It then makes three attacks: one with its horn and two with its hooves.

Horn. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 8) piercing damage.

Hoof. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage.

Inspiring Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it becomes inspired for 1 minute. An inspired creature has advantage on all saving throws. When the effect ends for a creature, it cannot be affected by the dragon's Inspiring Presence for the next 24 hours.

Celestial Tactics (Recharge 5-6). The dragon uses one of the following abilities:

Prismatic Charge. The dragon moves up to 60 feet in a straight line. The dragon can move through creatures and solid objects as part of this move, but it can't end the move inside one. Each creature within 20 feet of the dragon as it moves must make a DC 25 Dexterity saving throw, taking 44 (8d10) radiant damage or damage of the type the dragon resists (the dragon's choice) on a failed save, or half as much damage on a successful one.
Rainbow Cloak. The dragon creates a storm of energy in a 30-foot radius. Each creature in that area must make a DC 25 Dexterity saving throw, taking 14 (4d6) radiant damage or damage of the type the dragon resists (the dragon's choice) on a failed save, or half as much damage on a successful one. Additionally, the dragon gains immunity instead of resistance from Prismatic Scales until the start of its next turn.


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

Move. The dragon moves up to half its speed without provoking opportunity attacks.
Attack (Costs 2 Actions). The dragon makes one horn attack.
Masterful Tactic (Costs 3 Actions). The dragon recharges and uses its Celestial Tactics.

The imperial kirin, also known as a taisho kirin or huangdi qilin, is a fabulous celestial draconic unicorn from the Upper Planes of the asuras but they occasionally visit the eastern lands of the Material Plane. They are said to look like a dragon-horse with a mane of gold hair and scales like shimmering diamonds or mother of pearl, which refracts the light into rainbow patterns all around. They have reindeer antlers and one noble horn like a rhino in the middle of their heads which also shines with a prismatic brilliance. They are wise and intelligent creatures and can have amazing conversations with friends about a host of topics. They rarely need to consume food and seem to absorb radiant energy when they bask in the sunlight but they sometimes enjoy devouring the vegetarian cuisine that is offered at temples like tofu skin, spiced rice and sauteed black wood fungus. They sometimes come during the darkest hours to the greatest of heroes as they are besieged and they offer their aid, shattering whole armies with their divine powers and magnificent charges.

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