Failed to load data. Try again
Ki-rin
- STR
- 21 (+5)
- DEX
- 16 (+3)
- CON
- 16 (+3)
- INT
- 19 (+4)
- WIS
- 20 (+5)
- CHA
- 20 (+5)
If the ki-rin fails a saving throw, it can choose to succeed instead.
The ki-rin has advantage on saving throws against spells and other magical effects.
The ki-rin casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):
At will: light, major image (6th-level version), thaumaturgy
3/day each: cure wounds, dispel magic, lesser restoration, sending
1/day each: banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walk
Actions
The ki-rin makes two Hoof attacks and one Horn attack, or it makes two Sacred Fire attacks.
Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (2d4 + 5) force damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) radiant damage.
Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) radiant damage.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.
The ki-rin moves up to half its speed without provoking opportunity attacks.
The ki-rin makes one Hoof, Horn, or Sacred Fire attack.
Lair Actions
On initiative count 20 (losing initiative ties), a kirin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again:
- Create Comforts.
The ki-rin conjures up one or more permanent objects made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair.
- Create Stone and Metal.
The ki-rin conjures up one or more temporary objects made of stone or metal that can collectively fill no more than a 2-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair, and the objects vanish after 1 hour.
- Create Wood.
The ki-rin conjures up one or more permanent objects made of wood, or similarly hard plant-based material, that can collectively fill no more than a 10-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair.
Regional Effects
A ki-rin's Celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity:
- Blessed Nature.
Beasts, Plants, and Celestials within 3 miles of the ki-rin's lair grow more vigorous as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren't normally prey.
- Controlled Weather.
A ki-rin can cast control weather while it is within 3 miles of its lair. The spell's point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn't need to maintain a clear path to the sky or to concentrate for the change in weather to persist.
- Pure Waters.
Water flows pure within 3 miles of a ki-rin's lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.
- Realm of Respite.
Curses, diseases, and poisons on creatures are suppressed when those creatures are within 3 miles of the lair, unless the creatures are Aberrations, Fiends, or Undead.
- Safe Descents.
Within 3 miles of the lair, winds buoy creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Aberrations, Fiends, and Undead don't gain this benefit, falling as normal.
When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years.
Find this creature in the encounter builder

Source: Mordenkainen Presents: Monsters of the Multiverse, p. 162 - Licenses and attribution