KI-RIN
Source: 1e Monster Manual (ki-rin),
Ki-rin are a race of aerial creatures that resemble luminous golden bisons with a single spiraling horn, similar to that of a unicorn. As beautiful as a sunset, a ki-rin's mane and tail are a darker gold than the rest of its body, its horn and hooves are golden pink and its eyes are violet. The intact skin of a ki-rin is highly valuable to certain unsavory collectors.
Ki-rin are always male; the females, who are far more powerful and even more rare than the already extraordinarily rare ki-rin, are known as t'uen-rin.
A Response to Evil: When the shard of evil that created the Abyss was first plunged into the Elemental Chaos, it provoked a reaction from the plane itself. This reaction took many forms, one of which was the generation of the ki-rin. These creatures are wholly opposed to evil and especially to demons of all sorts.
Benevolent Helpers: When a ki-rin comes upon a person in need, it sometimes offers that person aid. Ki-rin might rescue a shipwreck victim, fight off attacking monsters, carry a lost individual back to its home, fetch food and drink for a caravan short on supplies or otherwise help the unfortunate. Ki-rin are good natured, and if one does not aid a person in need, it is almost always pursuing a more important and time-sensitive goal.
Lofty but Arrogant: Ki-rin are lofty creatures who usually consider themselves to be far above mortals. Thus, despite their good nature, they often disregard the wishes of “lesser” beings and may use humans or other short-lived natural beings as pawns with which to oppose the forces of evil- regardless of the danger to those pawns or their loved ones.
Fleet Ki-Rin Level 26 Skirmisher
Large elemental magical beast (air) XP 9,000
HP 232; Bloodied 116 Initiative +23
AC 40; Fortitude 36; Reflex 39; Will 40 Perception +27
Speed 9, fly 24 (hover) Low-light vision
Resist 15 lightning, 15 thunder
STANDARD ACTIONS
(mbasic) Horn * At Will
Attack: Melee 1 (one creature); +31 vs. AC.
Hit: 2d12+10 damage (2d12+34 on a critical hit).
Flying Attack * At Will
Requirement: The ki-rin may not have used hoof during this turn, and it may not use hoof after it uses this power until the beginning of its next turn.
Effect: The ki-rin flies up to 10 squares without provoking opportunity attacks. It uses horn once and hoof twice at any point during this movement.
(close) Golden Wind (cold, radiant) * Encounter
Attack: Close blast 4 (each enemy in blast); +27 vs. Reflex.
Hit: 4d10+15 cold and radiant damage, and the ki-rin slides the target up to 4 squares.
Miss: Half damage and the ki-rin slides the target 1 square.
MINOR ACTIONS
(melee) Hoof * At Will
Attack: Melee 1 (one creature); +31 vs. AC.
Hit: 1d10+2 damage.
(close) Gust of Wind * At Will
Attack: Close burst 6 (one creature in burst); +29 vs. Reflex.
Hit: The target takes a -2 penalty to ranged and area attacks until the beginning of the ki-rin's next turn.
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Str 26 Dex 26 Wis 29
Con 16 Int 23 Cha 25
Alignment lawful good Languages Common, Primordial
Ki-Rin Sage Level 26 Artillery (Leader)
Large elemental magical beast (air) XP 9,000
HP 178; Bloodied 89 Initiative +21
AC 38; Fortitude 36; Reflex 40; Will 40 Perception +22
Speed 9, fly 24 (hover) Low-light vision
Resist 15 lightning, 15 thunder
STANDARD ACTIONS
(mbasic) Horn * At Will
Attack: Melee 1 (one creature); +31 vs. AC.
Hit: 3d12+11 damage.
Expose Weakness * At Will
Effect: Close burst 10 (one ally within the burst); the target makes a basic attack against an enemy of the ki-rin's choice. The ally gains a +2 bonus to its attack roll and a +5 bonus to damage if it hits with the attack.
Golden Storm (lightning, radiant, thunder) * Encounter
Attack: Area burst 2 within 20 (each creature in burst); +29 vs. Reflex.
Hit: 4d10+10 lightning, radiant and thunder damage, and the target is blinded and deafened until the start of its next turn.
Miss: Half damage.
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Skills Arcana +24, Nature +27, Religion +24
Str 26 Dex 26 Wis 29
Con 16 Int 23 Cha 25
Alignment lawful good Languages Common, Dwarven, Elven, Giant, Primordial
T'uen-Rin Hero Level 28 Elite Skirmisher
Large elemental magical beast (air) XP 26,000
HP 502; Bloodied 251 Initiative +24
AC 42; Fortitude 38; Reflex 41; Will 42 Perception +24
Speed 9, fly 24 (hover) Low-light vision
Resist 15 lightning, 15 thunder
Saving Throws +2; Action Points 1
TRAITS
Masterful Charger
Charging does not end the tuen-rin hero's turn. The tuen-rin gains a +10 bonus to damage on charge attacks (+15 while bloodied).
STANDARD ACTIONS
(mbasic) Horn * At Will
Attack: Melee 1 (one creature); +33 vs. AC.
Hit: 5d10+9 damage (5d10+59 on a critical hit).
(melee) Blinding Strike (radiant) * Recharges when first bloodied
Attack: Melee 1 (one creature); +33 vs. AC.
Hit: 5d10+9 radiant damage, and the target is blinded until the end of its next turn.
MOVE ACTIONS
Dash through the Sky * At Will
Effect: The tuen-rin flies up to 12 squares without provoking opportunity attacks.
TRIGGERED ACTIONS
Brilliant Flash (lightning, radiant) * At Will
Requirement: The tuen-rin must be bloodied.
Trigger: An enemy hits the tuen-rin with an opportunity attack.
Attack (Opportunity Action): Close blast 1 (the triggering enemy); +31 vs. Reflex.
Hit: The target is blinded until the end of its next turn.
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Str 26 Dex 27 Wis 31
Con 19 Int 23 Cha 25
Alignment lawful good Languages Common, Primordial
Ki-Rin Lightning Rider Level 30 Skirmisher
Large elemental magical beast (air) XP 19,000
HP 273; Bloodied 136 Initiative +28
AC 44; Fortitude 40; Reflex 44; Will 42 Perception +22
Speed 9, fly 24 (hover) Low-light vision
Resist 20 lightning, 20 thunder
STANDARD ACTIONS
(mbasic) Horn * At Will
Attack: Melee 1 (one creature); +35 vs. AC.
Hit: 2d12+9 damage (2d12+33 on a critical hit).
(close) Thunderclap (force, thunder) * Encounter
Attack: Close blast 4 (each creature in blast); +31 vs. Fortitude.
Hit: 3d10+13 force and thunder damage, the target falls prone and the ki-rin pushes the target 3 squares.
Miss: Half damage and the ki-rin pushes the target 1 square.
MOVE ACTIONS
Ride the Lightning (lightning, teleportation) * At Will
Effect: The ki-rin teleports up to 12 squares and makes the following attack.
Attack: Close burst 1 (each creature in burst); +31 vs. Reflex.
Hit: 2d6+10 lightning damage.
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Str 23 Dex 33 Wis 24
Con 25 Int 24 Cha 27
Alignment lawful good Languages Common, Primordial
T'uen-Rin Aeromancer Level 31 Controller
Large elemental magical beast (air) XP 23,000
HP 273; Bloodied 136 Initiative +23
AC 45; Fortitude 41; Reflex 44; Will 45 Perception +22
Speed 9, fly 24 (hover) Low-light vision
Resist 20 lightning, 20 thunder
TRAITS
Protective Winds * Aura 3
Creatures within the aura suffer a -2 penalty to ranged attacks against the t'uen-rin.
STANDARD ACTIONS
(mbasic) Horn * At Will
Attack: Melee 1 (one creature); +36 vs. AC.
Hit: 4d12+9 damage (4d12+57 on a critical hit).
(close) Twisting Winds * At Will
Attack: Close burst 5 (one or two creatures in burst); +33 vs. Reflex.
Hit: 4d8+14 damage, and the target is immobilized (save ends).
(close) Silvery Storm (cold, lighting, radiant, thunder) * Recharges when first bloodied
Effect: Close burst 3 (each enemy in burst); the target takes 20 points of cold, lightning, radiant and thunder damage.
TRIGGERED ACTIONS
Mist Form (polymorph) * Encounter
Trigger: The t'uen-rin becomes bloodied.
Effect (Immediate Reaction): The t'uen-rin assumes mist form and flies up to 12 squares. It gains insubstantial and phasing during this move.
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Skills Arcana +31, Nature +27
Str 23 Dex 26 Wis 24
Con 25 Int 32 Cha 27
Alignment lawful good Languages Common, Primordial
Ki-Rin Defender Level 32 Minion Soldier
Large elemental magical beast (air) XP 6,750
HP 1; a missed attack never damages a minion Initiative +27
AC 48; Fortitude 44; Reflex 44; Will 44 Perception +24
Speed 9, fly 24 (hover) Low-light vision
Resist 20 lightning, 20 thunder
STANDARD ACTIONS
(mbasic) Horn * At Will
Attack: Melee 1 (one creature); +37 vs. AC.
Hit: 20 damage.
TRIGGERED ACTIONS
Defend Ally * At Will
Trigger: An ally within 4 squares is the target of an attack.
Effect (Immediate Interrupt): The ki-rin slides the triggering creature up to 2 squares, then shifts up to 6 squares into the space it occupied. The triggering attack targets the ki-rin instead of the ki-rin's ally. If the attack misses the ki-rin, it uses horn against the attacker as a free action.
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Str 32 Dex 28 Wis 26
Con 25 Int 25 Cha 24
Alignment lawful good Languages Common, Primordial
Koriel the Swift, King of the Ki-Rin
Level 33 Solo Skirmisher
Huge elemental magical beast (air) XP 155,000
Koriel the Swift is a ki-rin of immense size and power, and some say that he is the swiftest being in all the planes. Koriel is generally accorded respect and deference by other ki-rins, and some mortals even worship him as a god.
HP 1,184; Bloodied 592 Initiative see incredible swiftness
AC 47; Fortitude 43; Reflex 47; Will 46 Perception +24
Speed 12, fly 50 (hover) Low-light vision
Resist 40 lightning, 40 thunder
Saving Throws +5; Action Points 2
TRAITS
Incredible Swiftness
Koriel takes three full turns per round, on initiatives of 45, 40 and 30. When he is bloodied, he takes a fourth full turn each round at an initiative of 25. He can still only take one immediate action per round, and he cannot delay or ready actions.
Mental Discipline
If Koriel the Swift is stunned on his turn, he still takes a single standard action.
Uncanny Speed
Koriel ignores difficult terrain and never triggers opportunity attacks by moving.
STANDARD ACTIONS
(mbasic) Horn * At Will
Attack: Melee 2 (one creature); +38 vs. AC.
Hit: 5d12+9 damage (5d12+69 on a critical hit).
Effect: Koriel the Swift flies up to 4 squares.
(melee) Dance Like the Wind * At Will
Effect: Koriel the Swift flies up to 12 squares and makes the following attack once against each creature he moves adjacent to during this movement.
Attack: Melee 1 (the adjacent creature); +36 vs. AC.
Hit: 4d8+14 damage.
(close) Sudden Windstorm * Encounter
Attack: Close blast 5 (each creature in blast); +34 vs. Reflex.
Hit: Koriel the Swift slides the target up to 10 squares, and the target falls prone.
(ranged) Master of the Storm (lightning, thunder) * Recharge 6
Attack: Ranged 20 (one creature); +36 vs. Reflex.
Hit: 4d10+19 lightning and thunder damage, and the target is dazed (save ends).
MOVE ACTIONS
Elusive as the Wind * At Will
Effect: Koriel the Swift makes a saving throw against an effect that a save will end or that lasts until the end or beginning of a turn, then flies up to his speed.
TRIGGERED ACTIONS
Escape into the Sky * Recharges when a melee attack hits Koriel the Swift
Trigger: A melee attack targets Koriel the Swift.
Effect (Immediate Interrupt): Koriel the Swift flies up to 12 squares.
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Skills Diplomacy +35, Insight +34, Nature +34
Str 26 Dex 36 Wis 27
Con 24 Int 26 Cha 28
Alignment lawful good Languages Common, Primordial