Kiminari Kirin (5e Creature)
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Large dragon, any nonlawful but generally good.
Saving Throws Dexterity +8, Wisdom +8, Constitution+7
Charge of the Storm. If the Kiminari Kirin moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 10 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. All creatures in line of Kirins charge or near the kirin within 10 feet must roll Dc. 16 on dexterity or suffer 2d4 Lightning damage
Magic Resistance. The Kiminari Kirin has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Kiminari Kirin weapon attacks are magical.
Multiattack. The Kiminari Kirin makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 5) bludgeoning damage. *Dc. 16 dexterity save and 2d4 Lightning Damage (Storm shield)
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. *Dc. 16 dexterity save 2d4 lightning damage (Storm Shield)
The can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.
The Kiminari Kirin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Kiminari Kirin regains spent legendary actions at the start of its turn.
Hooves (1 action). The Kiminari Kirin makes one attack with its hooves.
Storm Shield (Costs 2 Actions). The Kiminari Kirin creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains the Kiminari Kirin's Magic Resistance until the end of the Kiminari Kirin's next turn. When activated all of the Kirin's basic attacks deal and allies basic attacks deal an extra 2d4 lightning damage and all attacks suffered on on the kirin or allies recieves a retalitory 2d4 lightning damage to enemies Dc.16 reflex save.
Storm Surge (Costs 3 Actions). The Kiminari Kirin magically turns itself and it's allies into a bolt of lightning and move in a straight line teleporting itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the Kiminari Kirin is familiar with or in the nearby 100feet it can see or a distance of up to 1 mile away. all enemies in path of the Kirin's Lightning Bolt to must roll Dc.18 dexterity or suffer 6d6 lightning damage. The Kiminari Kirin and allies magically regains 10 hit points. When it's finished teleporting it can perform a charge right into an enemy dealing it's charge damage and 6d6 lightning damage and whatever extra damage the player or NPC riding on it will also deal via a charge. when the Kiminari Kirin arrives from it's teleportation it releases a thunderous sonic boom, all enemies must roll a fortitude Dc.18 4d6 Thunder damage in a 30 foot square area and be dazed.
"It Runs upon the wind, It dances on the storm clouds, It sings like a bird." The Kirin, Haiku
The Kiminari Kirin is a distant relative of the unicorn and the storm dragons, they generally range in fantastic bright cooling colors like teals, azure blues, platinum whites, silver and or bright purples. A fantastic beast which rides on storm clouds and across the night sky of a full moon. The have on central horn like a unicorn and antlers like a caribou, the body similar to a horse with scales like a dragon and the tail of a dragon. They have wild fantastic manes of bright platinum white, silver or gold. They wander the world's eternally free with the Winds but they also enjoy finding the most isolated and secluded forests and tiagas of the north and sleeping upon the trees. These fantastic beasts can serve as great allies and mounts, and a hero who has one as a mount is the envy of an entire kingdom or empire. They are wise and give council at times but they also love to whistle like birds, speak to forest beasts and sing folk songs or ask riddles. They are incredibly curious creatures by nature. Generally Kiminari Kirin are wild wanders but they are also incredibly noble creatures and will come to the aid of distraught beasts and peasants after they have saved the helpless victims they will gladly take any small token of appreciation but then leap into the clouds and vanish back to their wild whimsical journey across the world. When Angered the Kiminari Kirin flies into a noble vengeance with lightning striking it enemies and it heroically charges into it's foes, kicking and goring it foes. Most enemies are left charred corpses and suffer grievous burns and injuries from the Kirin and flee. Since the Storm Kirin has a sense of honor he might let honorable foes flee with their life like mountain tigers and cave bears. The People of Tian'Yang view these beasts as divine entities from the heavens and guardians of the downtrodden and poor. But Some Kirin are also evil or neutral and uncaring and their colors change to dark Reds, greens or Violets...sometimes even shimmering black. These Kiminari Kirin are corrupted and generally serve evil Wujen sorcerers, tyrants and bloodthirsty Wako pirates.
There are other types of Kirins such as the Ryukirin aka the Dragon Kirin and the Aisukirin or Ice Kirin. Dragon Kirins are generally vivid bright warm colors like gold, green, scarlet red, bronze orange and copper. They have a more Ryu dragon appearance while Aisukirin are a generally dark blues, silver and or dark purple and appear more like a caribou. Generally these beasts have very similar abilities but it is said that they have different elemental alignments being either Fire or Ice. It is said that the Aisukirin can create a freezing wind wall around itself while the Ryu Kirin are famous for breathing fiery death and blinding smoke on it's foes.