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From Pathfinder Bestiary 3, which isn't enabled.

Kirin

CREATURE 7

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.

Kirin are chimeric creatures with the body of a stag, the tail of an ox, two horns atop their heads, and the scales and vibrant coloration of a dragon. Their majestic manes and beards constantly flow in the breeze, even on days with no wind, and sometimes appear wreathed in flames.

As creatures that treasure life, kirin don't consume flesh, and they take great care not to kill even a single insect beneath their cloven hooves. They're the embodiment of peace yet will quickly strike down evil with a powerful thrust of their horns, knowing that their acts preserve the peace for those who might otherwise come to harm. Legends tell of particularly pious champions who have persuaded kirin to partner with them as mounts, though accomplishing such a feat is even rarer than the kirin.


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
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.


AC 25; Fort +13, Ref +17, Will +15
HP 115; Immunities fire
Deflecting Gale
Trigger The kirin is targeted with a ranged Strike

Effect The kirin intensifies the wind around themself, gaining a +4 circumstance bonus to AC against the triggering attack.
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.


Speed 40 feet
Melee Hoof +18 (magical), Damage 2d10+8 bludgeoning
Melee Horn +18 (agile, magical, unarmed), Damage 2d8+8 piercing
Divine Innate Spells DC 25, attack +17; 4th Air Walk (Constant) (Self Only); 3rd Calm Emotions (At Will), Gust of Wind (×3), Heal (×2); 1st Detect Alignment (At Will); Cantrips (4th) Light
Breath Weapon (divine, fire)

The kirin breathes fire in a 30-foot cone, dealing 8d6 fire damage (DC 25 basic 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.

Pathfinder Bestiary 3OGL