Huge celestial, lawful good

Armor Class 20 (natural armor)

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

Damage Immunities poison

Condition Immunities poisoned

Senses blindsight 30 ft., darkvision 120 ft.

Languages all, telepathy 120 ft.

Challenge 12 (8,400 XP)

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

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.

Spellcasting. 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.