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Old 02-27-2025, 09:43 AM
Ekco Ekco is offline
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Join Date: Jan 2023
Location: Felwithe
Posts: 5,136
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yeah Kirins are crazy, surprised it's only a CR 12 and not higher, i thought they were up there with like Gold/Red Dragons

guess they are technically nerfed now due to the CR system compared to how a DM could play them with the old school stat block

5e version is still pretty cool though
Quote:
Regional Effects
A kirin's Celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity:

Blessed Nature. Beasts, Plants, and Celestials within 3 miles of the kirin's lair grow more vigorous as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren't normally prey.

Controlled Weather. A kirin can cast control weather while it is within 3 miles of its lair. The spell's point of origin is always the point outdoors closest to the center of its lair. The kirin doesn't need to maintain a clear path to the sky or to concentrate for the change in weather to persist.

Pure Waters. Water flows pure within 3 miles of a kirin's lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.

Realm of Respite. Curses, diseases, and poisons on creatures are suppressed when those creatures are within 3 miles of the lair, unless the creatures are Aberrations, Fiends, or Undead.

Safe Descents. Within 3 miles of the lair, winds buoy creatures that fall due to no act of the kirin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Aberrations, Fiends, and Undead don't gain this benefit, falling as normal.

When the kirin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years.
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Last edited by Ekco; 02-27-2025 at 09:49 AM..
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