Kirin
System: Pathfinder | SRD
Kirin
CR 7
LG
Magical Beast (air)
Large
Init +6
;
Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +17
Defense
AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, -1 size)
hp 85 (9d10+36)
Fort +10
Ref +12
Will +10
Resist cold 10, electricity 30, fire 10
SR 18
Offense
Speed 60 ft., fly 120 ft. (good)
Melee gore +14 (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), powerful charge (gore, 2d8+14)
CMB +15
CMD 31 (35 vs. trip)
Statistics
Str 20,
Dex 23,
Con 18,
Int 18,
Wis 21,
Cha 23
Base Atk +9
Feats Combat Casting, Eschew MaterialsB, Flyby Attack, Hover, Iron Will, Weapon Focus (gore)
Skills Diplomacy +15, Fly +20, Knowledge (history) +13, Perception +17, Perform (sing) +15, Sense Motive +14
Languages Abyssal, Auran, Celestial, Common, Draconic; telepathy 100 ft.
Special Abilities
Spells 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 that the creature does not need a divine focus to cast them.
With draconic scales covering much of its body, this staglike creature moves with awe-inspiring grace.