This creature’s hooves and mane burn with golden fire and a single red horn juts from its forehead. It appears to be a horse, but moves without touching the ground.
Kirin CR 13
AC 29, touch 21, flat-footed 21 (+4 deflection, +7 Dex, +1 dodge, +8 natural, -1 size)
hp 172 (15d10+90)
Fort +15, Ref +22, Will +20
Defensive Abilities air mastery, whisper on the wind;
DR 10/evil; Immune electricity, petrification, poison; Resist acid 10, fire 10, sonic 10; SR 24 (25 vs. evil)
Speed 50 ft., fly 120 ft. (perfect), whisper on the wind
Melee gore +22 (1d8+12/18-20), 2 hooves +22 (2d6+6 plus 2d6 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore 4d8+12), smite chaos
Spell-Like Abilities (CL 15th)
Constant – holy aura, true seeing
At Will – blur, control winds, dispel magic, guidance, gust of wind, mirror image, summon monster I (celestial only), wind wall
3/day – cure light wounds, disguise self, elemental body IV (air elemental), neutralize poison, summon monster III (celestial only)
1/day – chain lightning, create food and water, create water, major creation, summon monster V (celestial only), whirlwind
1/week – wish (other creatures only)
Str 23, Dex 24, Con 22, Int 21, Wis 24, Cha 22
Base Atk +15; CMB +22; CMD 44 (48 vs. trip)
Feats Alertness, Dodge, Lightning Reflexes, Lightning Stance, Weapon Finesse, Weapon Focus (gore), Weapon Focus (hoof), Wind Stance
Skills Bluff +24, Fly +31, Diplomacy +24, Escape Artist +22, Heal +25, Intimidate +24, Knowledge (arcana) +20, Knowledge (planes) +23, Perception +29, Sense Motive +29, Stealth +25
Languages Auran; telepathy 100 ft.
SQ spirits of the air
Air Mastery (Ex)
Airborne creatures take a -1 penalty on attack and damage rolls against a kirin.
The kirin treats its hooves as primary weapons.
Smite Chaos (Su)
Once per day, as a swift action, a kirin can designate one chaotic creature it can see as the target of its smite chaos ability. Until the creature is dead, or the kirin rests, it adds the following: 1) its Charisma bonus to attack rolls; and 2) a damage bonus to attacks equal to its Hit Dice.
Spirits of the Air (Su)
Storm Horn (Ex)
The horn of a kirin is exceedingly sharp. The kirin adds double its Strength modifier to melee damage from the horn and the horn’s critical threat range is 18-20.
Whisper on the Wind (Su)
Environment any (Plane of Air)
Kirin are a race of air creatures who make their life among the clouds and wind currents, rarely touching the ground. They are lords of the upper realms, commanding the elements and creatures of the airy heights, and embody the forces of goodness and fortune. When visible, the kirin appears as a large equine creature with a golden fiery mane, blazing hooves and a single horn, much like a unicorn’s, protruding from its forehead.
Kirin uphold the precepts of good and law and, though they prefer to remain aloft, an individual sometimes descends to aid earth-bound creatures in their struggles against evil. Very rarely, a kirin consents to serve as a paladin’s mount but only in the most dire of circumstances and when the paladin must confront a truly great evil.
The kirin race arrived on the Material Plane chasing their mortal enemies, the herensugue, evil demons of air. The herensugue fled the Elemental Plane of Air after losing a war to the kirin. However, in revenge, the herensugue cursed the kirin. Until all herensugue are slain, the kirin can never return to their home plane. Kirin are forever searching for the last herensugue so they may return home and rejoin their comrades. Unfortunately, there has not been a herensugue sighting for generations.
It is unknown if kirin establish lairs in the same way of other intelligent creatures. Such a place would certainly be a floating castle or on an inaccessible mountaintop.
Forgotten Foes © 2010 Tricky Owlbear Publishing, Inc.; Authors Mark Gedak and Stefen Styrsky.