---
title: "Kirin"
obsidianUIMode: preview
noteType: pf2eMonster
cssClasses: pf2e
aliases: "Actor.9lUwa8zYsJpiXgOL" 
tags:
  - pf2e/creature/type/air
  - pf2e/creature/type/beast
  - pf2e/creature/type/fire
  - pf2e/creature/type/good
  - pf2e/creature/type/lawful
  - pf2eMonster
  - pf2e/creature/level/7
statblock: inline
name: "Kirin"
level: 7
license: OGL
---

```statblock
columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary 3"
name: "Kirin"
level: "Creature 7"
rare_03: [[Rare]]
alignment: ""
size: "Large"
trait_01: [[air]]
trait_02: [[beast]]
trait_03: [[fire]]
trait_04: [[good]]
trait_05: [[lawful]]
modifier: 17
perception:
  - name: "Perception"
    desc: "+17; Darkvision, Scent (Imprecise) 60 Feet"
languages: "Common, Draconic, Empyrean, Sussuran; telepathy 100 feet"
skills:
  - name: "Skills"
    desc: "Acrobatics: +17, Diplomacy: +19, Nature: +15, Religion: +15, Stealth: +17"
abilityMods: [5, 6, 2, 2, 4, 6]
speed: 40 feet
sourcebook: "_Pathfinder Bestiary 3_"
ac: 25
armorclass:
  - name: AC
    desc: "25; __Fort__ +13, __Ref__ +17, __Will__ +15"
hp: 115
health:
  - name: ""
  - name: HP
    desc: "115; __Immunities__  fire"
abilities_top:
  - name: ""

  - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
    desc: " (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."

  - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
    desc: "  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."

abilities_mid:
  - name: ""
  - name: "Deflecting Gale"
    desc: "`pf2:r`  **Trigger** The kirin is targeted with a ranged Strike\n* * *\n\n**Effect** The kirin intensifies the wind around themself, gaining a +4 circumstance bonus to AC against the triggering attack."

  - name: "Peaceful Aura"
    desc: " (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 check save; on a failure, the hostile action is disrupted.\n\nIf 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.\n\nA kirin can select creatures within their aura that can use hostile actions without needing to attempt a Will save."

attacks:
  - name: ""

  - name: "**Melee** `pf2:1` Hoof"
    desc: "+18 (magical)\n__Damage__  2d10 + 8 bludgeoning"

  - name: "**Melee** `pf2:1` Horn"
    desc: "+18 (agile, magical)\n__Damage__  2d8 + 8 piercing"

  - name: "Divine Innate Spells"
    desc: "DC 25, attack +17; __3rd __  _[[Spells/Calm|Calm Emotions (At Will)]]_, _[[Spells/Gust of Wind|Gust of Wind (x3)]]_, _[[Spells/Heal|Heal (x2)]]_; __1st __  _[[Spells/Detect Alignment|Detect Alignment (At Will)]]_\n__Cantrips__  __(4th)__ _[[Spells/Light|Light]]_\n__Constant__  __(4th)__ _[[Spells/Air Walk|Air Walk (Self Only)]]_"

  - name: "Breath Weapon"
    desc: "`pf2:2` (divine,fire) The kirin breathes fire in a 30-foot cone, dealing 8d6 fire damage (DC 25 Reflex check save).\n\nThe kirin can't use Breath Weapon again for 1d4 rounds."

  - name: "Rearing Thrust"
    desc: "`pf2:2`  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 [[Conditions/Prone|Prone]]."
 
```

```encounter-table
name: Kirin
creatures:
  - 1: Kirin
```



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.
