Upheaval

Kirin

CR 7, LG Large Magical beast (air)

Senses: Perception 17, Darkvision 60, Detect alignmentThe creature can detect the alignment of creatures if they are in line-of-sight., Low Light Vision, ScentThis special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell with a perception check instead of using the Track skill.

Speed: 60 ft., fly 120 ft. (good)  Skills: Athletics 12, Insight 14, Persuasion 15, History 13

Languages: Abyssal, Auran, Celestial, Common, Draconic, telepathy (100 ft.)

Ability Scores: Str 20 (+14), Dex 23 (+15), Con 18 (+13), Int 18 (+7), Wis 21 (+8), Cha 23 (+9)

INIT: +6  CP: +9  HP: 85 (9d10+36)  SA: 10  DC: 20

AC: 20  Touch: 15  Flat-footed: 14 [+6 Dodge, +5 Natural, -1 Size]

SR: 20  Vulnerable: --  Resistant: Cold 10, Electricity 30, Fire 10  Bypass: --

Immunity: --  Effect Immunity: Trip

QUALITIES

Eschew Materials (su) - The caster does not need material components to cast a spell.

Constant Spell-Like Abilities (Sp) - The following spells are always active: Detect, Water Walk

ACTIONS
Attacks

Breath Weapon (su, Fire, every 1d4 rounds) - 15-ft. cone, 5d6 fire damage, Dex save for half

poweful charge (Full Round)(ex) - When a creature with this special attack makes a charge and successfully hits, the attack counts as a critical hit when calculating damage.

Spells

Spell Like Abilities (1/day)Spell Like Abilities (At Will)
DESCRIPTION

Environment: any

Organization: None

Treasure: standard

With draconic scales covering much of its body, this staglike creature moves with awe-inspiring grace.

The noble kirin roam the sky, their feet rarely touching soil. They have a stag's graceful body and cloven hooves, a pair of backward-facing horns, and a thick mane and tail ranging from golden to brilliant reds or purples in the hues of the setting sun. Their hide resembles that of a dragon, the scales gleaming ebon or iridescent green. Rare in the extreme, kirin seldom meddle openly in worldly affairs, preferring a subtle hand in overturning the schemes of wicked spirits such as hags and oni. The blood of young kirin runs hot, however, and such spirited youths may serve as mounts for cavaliers and paladins of clever wit and untarnished moral quality. The wisest and most powerful kirin are known as emperor kirin, having earned this title through the respect of their peers and the strength of their powers. They resemble standard kirin, except their hooves give off sparks as they gallop through the air. Emperor kirin have the advanced creature simple template and additional racial Hit Dice. When advancing a kirin's Hit Dice to create an emperor kirin, make the following additional changes. • CR: Increase by 1 + the number of additional HD. • Breath Weapon: Damage increases by 1d6 for every 2 additional HD. • Spellcasting: Increase sorcerer level (for the purpose of spells known and spells per day) by 1 per additional HD. • Spell-Like Abilities: Increase caster level by +1 per additional HD. • Spell Resistance: Increase by +1 per additional HD.