Mythic Kirin

Mythic Kirin CR 8/MR 3

XP 4,800
LG Large magical beast (air, mythic)
Init +6; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +17
Aura corona of cleansing flame (5 ft., DC 18)

DEFENSE

AC 23, touch 15, flat-footed 17 (+6 Dex, +5 dodge, +3 natural, –1 size)
hp 115 (9d10+66)
Fort +10, Ref +12, Will +10
Defenses aerial freedom; DR 5/epic; Resist cold 10, electricity 30, fire 10; SR 21

OFFENSE

Speed 60 ft., fly 120 ft. (good)
Melee gore +15 (1d8+5), 2 hooves +8 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (15-ft. cone, 5d6 fire damage, Reflex DC 18 for half, usable every 1d4 rounds), mythic power (3/day, surge +1d6), powerful charge (gore, 2d8+14), smite evil (3/day, +7 attack and AC, +9 damage)
Spell-Like Abilities (CL 9th; concentration +15)

Spells Known (CL 6th; concentration +13)

STATISTICS

Str 20, Dex 23, Con 18, Int 18, Wis 21, Cha 25
Base Atk +9; CMB +15; CMD 31
Feats Combat Casting, Eschew MaterialsB, Flyby Attack, Hover, Iron Will, Weapon Focus (gore)
Skills Diplomacy +16, Fly +20, Knowledge (history) +13, Perception +17, Perform (sing) +16, Sense Motive +14
Languages Abyssal, Auran, Celestial, Common, Draconic; telepathy 100 ft.
SQ quick cure

SPECIAL ABILITIES

Aerial Freedom (Su)

A mythic kirin gains the benefit of freedom of movement while it flies. In addition, it ignores the effects of strong winds (up to and including tornadic winds), taking no penalties to its Fly checks and ignoring checked or blown away wind effects. Mythic spells and effects bypass the mythic kirin’s aerial freedom, unless it expends one use of mythic power for each spell or effect as a free action.

Corona of Cleansing Flame (Su)

Neutral creatures within 5 feet of a mythic kirin take 1d6 points of fire damage at the beginning of the kirin’s turn. Evil creatures within 5 feet of the kirin take 1d8 points of fire damage and an additional 1d8 points of damage which is not affected by resistance or immunity to fire. A successful DC 18 Fortitude save halves the damage; neutral creatures receive a +2 circumstance bonus on their saves. The save DC is Constitutionbased.

If a mythic kirin dies and has any uses of mythic power remaining, its corona detonates, dealing 6d6 points of fire damage per use of mythic power to all non-good creatures within 30 feet (DC 21 Reflex save halves). Against evil creatures, half this damage is not subject to resistance or immunity to fire. The save DC is Constitution-based and includes the kirin’s mythic rank.

Quick Cure (Su)

A mythic kirin can expend one use of mythic power to cast a cure spell it knows as a quickened spell, as per the Quicken Spell feat.

Smite Evil (Su)

A mythic kirin can expend one use of mythic power as a swift action to increase its smite’s bonuses by its mythic rank for the duration of its smite. It doubles its mythic rank for damage dealt on the first successful attack against an evil outsider, dragon, or undead.

Spellcasting

A kirin casts spells as a 6th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a kirin, meaning it does not need a divine focus to cast them.

ECOLOGY

Environment any
Organization solitary or pair
Treasure standard

With draconic scales covering much of its body, this stag-like creature moves with awe-inspiring grace.

The noble kirin roam the sky with iridescent scales and manes, their feet rarely touching soil. They rarely meddle openly among mortals but subtly aid them against evil. A few become companions to mortals of clever wit and untarnished moral quality, though never as simple steeds.

Section 15: Copyright Notice

Asian Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Robert J. Grady, Andrew Ha, Gord Henderson, Thurston Hillman, Aurélien Lainé, Jeff Lee, Alex Riggs, Loren Sieg, Mike Welham.

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