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Kirin

Creature 7 (rare) — air, beast, fire

Pre-Remaster content. May include legacy alignment.

SnareCrasherLANDbeastfireair

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; darkvision, scent (imprecise) 60 feet
Languages common, draconic, empyrean, sussuran; telepathy 100 feet
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 (magical) +18, Damage 2d10+8 bludgeoning
Melee Horn (agile, magical, unarmed) +18, Damage 2d8+8 piercing

Abilities

Telepathy 100 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
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.
Divine Innate Spells DC 25, attack +17
4th Air Walk (Constant) (Self Only)
2nd Calm Emotions (At Will)
1st Detect Alignment (At Will), Gust of Wind (×3), Heal (×2)
Cantrips (4th) Light

WORKS WELL WITH

AnvilLANDA durable frontline defender absorbs the breath weapon's blast radius while the aura disrupts hostile actions elsewhere.
FlankerLANDA mobile skirmisher exploits the moment a PC's hostile action gets disrupted by the peaceful aura.
SniperLANDA ranged attacker stays spread out from allies, avoiding the cone breath weapon while the aura suppresses melee aggression.

PUNISHES

✖ hostile action reliance✖ clumping✖ melee reliance
Avoid pairing with a second aura-based controller; overlapping Will-save auras target the same defense and become redundant.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary 3.

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