Innate Spellcasting. The Kirin's innate spellcasting ability is Charisma (spell save DC 17).
Charge. If the Kirin moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Multiattack. The Kirin makes three attacks: two with its horn and one with its hooves. Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d12+5 piercing damage. Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d10+5 bludgeoning damage.
The Kirin 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 Kirin regains spent legendary actions at the start of its turn. Hooves. The Kirin makes one attack with its hooves. Wind Shield (Costs 2 Actions). The Kirin creates a stormy field around itself or another creature it can see within 60 feet of it. The target gains a +7 bonus to AC and ranged attack rolls against the target have a disadvantage until the end of the Kirin's next turn. Charge (Costs 3 Actions). The Kirin absorbs ambient electricity and regains 6d8+13 hit points. Any remaining hit point is added as temp point.
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