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PFS StandardKirin

The rare and majestic antlered beast known as a kirin supposedly appear only in times of peace and prosperity or during the birth or death of a great sage. Thus, encountering a kirin is a sign of great fortune, success, and prosperity to come. Conversely, finding a kirin's corpse or witnessing their death is a portent of tragedy and misfortune. A kirin's song always precedes the sighting of one of these graceful creatures, a sound often mistaken for wind chimes gently dancing in the breeze.

Kirin are chimeric creatures with the body of a stag, the tail of an ox, two horns atop their heads, and the scales and vibrant coloration of a dragon. Their majestic manes and beards constantly flow in the breeze, even on days with no wind, and sometimes appear wreathed in flames.

As creatures that treasure life, kirin don't consume flesh, and they take great care not to kill even a single insect beneath their cloven hooves. They're the embodiment of peace yet will quickly strike down evil with a powerful thrust of their horns, knowing that their acts preserve the peace for those who might otherwise come to harm. Legends tell of particularly pious champions who have persuaded kirin to partner with them as mounts, though accomplishing such a feat is even rarer than the kirin.

Recall Knowledge - Beast (Arcana, Nature): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite KirinCreature 8

Legacy Content

Rare LG Large Air Beast Fire 
Source Bestiary 3 pg. 148
Perception +19; darkvision, scent (imprecise) 60 feet
Languages Auran, Celestial, Common, Draconic; telepathy 100 feet
Skills Acrobatics +19, Diplomacy +21, Nature +17, Religion +17, Stealth +19
Str +5, Dex +6, Con +2, Int +2, Wis +4, Cha +6
AC 27; Fort +15, Ref +19, Will +17
HP 135; Immunities fire
Peaceful Aura (abjuration, aura, divine, emotion, mental) 60 feet. Creatures within a kirin's peaceful aura attempting to use a hostile action must first attempt a DC 24 Will save; on a failure, the hostile action is disrupted. If a creature in the aura successfully uses a hostile action, it's temporarily immune to peaceful aura for 24 hours, and while it's temporarily immune, other creatures in the kirin's peaceful aura can perform hostile actions toward it without needing to attempt a Will save. A kirin can select creatures within their aura that can use hostile actions without needing to attempt a Will save.Deflecting Gale [reaction] Trigger The kirin is targeted with a ranged Strike; Effect The kirin intensifies the wind around themself, gaining a +4 circumstance bonus to AC against the triggering attack.
Speed 40 feet
Melee [one-action] hoof +20 [+15/+10] (magical), Damage 2d10+2+8 bludgeoningMelee [one-action] horn +20 [+16/+12] (agile, magical), Damage 2d8+2+8 piercingDivine Innate Spells DC 27 (+4 dmg); 3rd calm emotions (at will), gust of wind (×3), heal (×2); 1st detect alignment (at will); Cantrips (4th) light; Constant (4th) air walk (self only)
Breath Weapon [two-actions] (divine, evocation, fire) The kirin breathes fire in a 30-foot cone, dealing 8d6 fire damage (DC 27 basic Reflex save). The kirin can't use Breath Weapon again for 1d4 rounds.Rearing Thrust [two-actions] The kirin rushes forward, rears up on their hind legs, and descends upon their target with their horn. The kirin Strides and makes a horn Strike. If this Strike hits, it deals an additional 1d8 damage, and the target is knocked prone.

Sidebar - Additional Lore Kirin Justice

Kirin have a strong sense of justice and can't just idly watch as innocent creatures suffer harm. While kirin prefer discourse and diplomacy as methods of mediation, they won't hesitate to utilize violence to put an end to injustice, if needed.