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Kirin

Creature 7 (rare) — air, beast, fire

Pre-Remaster content. May include legacy alignment.

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. Kir

Source: pathfinder-bestiary-3 (Pre-Remaster)

Perception +17
Skills acrobatics +17, diplomacy +19, nature +15, religion +15, stealth +17
Str
+5
Dex
+6
Con
+2
Int
+2
Wis
+4
Cha
+6
AC 25 Fort +13 Ref +17 Will +15
HP 115
Immunities fire
Speed 40 feet

Offense

Melee Hoof +18, Damage 2d10+8 bludgeoning
Melee Horn +18, Damage 2d8+8 piercing

Abilities

Telepathy 100 feet (aura, magical) — Telepathy
Constant Spells — Constant Spells
Deflecting Gale
Peaceful Aura (aura, divine, emotion, mental) — 60 feet. Creatures within a kirin's peaceful aura attempting to use a hostile action must first attempt a DC 22 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.
Breath Weapon (divine, fire) — The kirin breathes fire in a 30-foot cone, dealing 8d6 fire damage (DC 25 Reflex save). The kirin can't use Breath Weapon again for 1d4 rounds.
Rearing Thrust — 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.

Spells

Air Walk (Constant) (Self Only) (rank 4)
Calm Emotions (At Will) (rank 2)
Detect Alignment (At Will) (rank 1)
Gust of Wind (rank 1)
Heal (rank 1)
Light (rank 1)

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