Deep Dive - The Ki-rin
A golden creature of pure goodness, the Ki-rin is the perfect creature to talk about before Halloween grips our hearts. Whether they look like unicorns from the editions past, or the mighty stags that they are now, the Ki-rin exist to fight powerful evil anywhere in the multiverse. Their role as warriors, protectors, and guardians keeps us mortals safe, lest we descend into chaos when the forces of darkness descend upon us.
OD&D - Ki-Rin
No. Appearing: 1
Armor Class: -5
Move: 24/48
Hit Dice: 12
% in Lair: 5%
No. of Attacks: 2 hooves
Damage/Attack: 2-8/hoof (plus special)
Treasure: E, I
The first appearance of the Ki-rin is in Eldritch Wizardry (1976), which is the third supplement featuring ultra-powerful demons, including Demogorgon and Orcus, so the Ki-rin is the counterweight. These magnificent creatures are lawful and good, and considering the Prince of Demons also makes their introduction, it's nice to know there's one pure and wholesome creature out there to thrash your evil adventurers.
Ki-rin live a solitary life amongst the clouds and avoid walking upon the earth as much as possible. They appear to look like cloudy horse creatures and have an insanely low armor class of -5, remember, the lower you can get that number, the better. Not only can they fly, but the Ki-rin also enjoy the ability to travel through the Astral and Ethereal Planes. It makes sense they don't like to come to earth. Why risk getting your hooves dirty when there are many other ways to travel? Besides, humans lead such messy, complicated lives that the Ki-rin try not to get involved with their trivial affairs. The good news is that if you do happen to bump into a Ki-rin on the ground, you can have a pleasant conversation with them since they speak every language in the universe.
The Ki-rin are uber-intelligent. They are resistant to all forms of magic under the 12th level, with a 90% resistance to any magic 13th or above. Given their smartness, it's not surprising that they are 18th-level magic users with all the brain-melting psionic powers that the spellcasters can utilize. A while back, we did a deep dive on the djinn, and if you read that, you'll understand how incredibly powerful the Ki-rin is when we say they have double the powers of the djinn. The double-strength also applies to all magic focusing on air abilities or things where the sky is the focus, which also happens to be the same place they are always found. Coincidence? Maybe.
AD&D (1e) - Ki-rin
Frequency: Very Rare
No. Appearing: 1
Armor Class: -5
Move: 24’/48’
Hit Dice: 12
% in Lair: 5%
Treasure Type: I, S, T
No. of Attacks: 3
Damage/Attack: 2-8/2-8/3-18
Special Attacks: Magic use
Special Defenses: See below
Magic Resistance: 90%
Intelligence: Supra-genius
Alignment: Lawful good
Size: L
Psionic Ability: 130 to 200
Attack/Defense Modes: All/All
Our cloud-dwelling friend reappears in the Monster Manual (1977) and features a luscious coat of stunningly golden fur. If you've ever seen a golden sunrise on a clear morning, you'll know what the Ki-rin coat looks like. Their mane and tail are also gold but a darker shade, while their hooves and horn are a wonderful accent pink color, which helps make their violet-colored eyes pop. If you happen, for whatever reason, kill a Ki-rin and sell its coat, you can expect to get 25,000 gold pieces for a perfect and intact coat. We don’t know why you would do that, you monster, but you can.
The Ki-rin still resides in the clouds and hiding behind the wind, and hate getting their hooves dirty, don't come to the ground very often, and live solitary lives. You are only ever going to bump into a male Ki-rin, though we aren’t sure why. We imagine that's because the female Ki-rin is too intelligent to deal with humans. Or maybe they enjoy traveling on the Astral and Ethereal Planes so much they just can't be bothered. On the other hand, male Ki-rin will show up to assist you, often if it means you are fighting evil and their presence will help tip the scales to victory and good.
The Ki-rin can kick the crap out of you, and we mean that quite literally. They have two powerful hoof attacks, but that's not all. The Ki-rin have a horn on their head, much like a unicorn, and they will gouge you with it if you're acting all evil and mean. Adding these melee attacks makes the Ki-rin more dangerous to wicked creatures everywhere because they are still incredibly powerful spell casters. They can use spells at the 18th level, with 48 spells they can cast in a day, but let's not forget about their big brain powers. Ki-rin utilizes four major and six minor psionic disciplines, all of with are at 9th level mastery. We aren’t going to get into psionics, so just trust us when we say that they are powerful.
It's not all blood and carnage for the Ki-rin. They can also create food, water, and soft, wooden, and metal items daily. The Ki-rin can produce such realistic illusions you can hear, see, and smell them, and they don't need to maintain concentration. They can take a gaseous form, walk across the wind, cast summon weather, and rain down lightning upon you with the call lightning spell. In other words, be a good person around a Ki-rin and you may be rewarded for your actions. Be naughty, and you'll be in for a world of hurt.
Of course, we aren’t yet done since this is one bad-ass horse… unicorn… bird thing. The Ki-rin still makes djinn everywhere jealous when they conjure up things involving the air we breathe or the sky the Ki-rin flies in. Magic and summoned creatures both have double the strength of their djinn-conjured counterparts. This means hitting twice as hard and having twice as many hit points. We are sure djinn everywhere quietly seethe when thinking about these majestic flying horses.
The Ki-rin has a few brief mentions, first in Dragon #64 (August 1982) we learn that Ki-rin can be summoned by solars, considered the most powerful angels. Being a powerful lawful good creature has its drawbacks since alchemists required their hair and horn for potion creations and material components to cast some spells. In Gary Gygax's article, From the Sorceror’s Scroll, in Dragon #68 (December 1982) it lets us know that if you can't get an eyelash from an ogre-magi, one from the Ki-rin will suffice when trying to cast a contingency spell. Also, the hair from their tail can amp up a banishment spell, making it even more effective. Dragon #101 (September 1985) says that to create a staff of power, you can wrap it in the skin of a Ki-rin. Eww, to that little piece of info. In Dragon #130 (February 1988), the article Better Living Through Alchemy informs us that a tiny bit of Ki-rin hair is required to create an elixir of life.
Lastly, the Ki-rin appears in the Oriental Adventures box set Kara-Tur: The Eastern Realms, Volume I (1988). The skin of a Ki-rin was used to bind the famous book known as the Runes of Norzahk of Kara-Tur. At this point, we are pretty sure that while we see a majestic flying horse, wizards and alchemists all see a wonderful parts department to scavenge.
2e - Ki-rin
Climate/Terrain: Sky
Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet: Herbavore
Intelligence: Supra-genius (19-20)
Treasure: I, S, T
Alignment: Lawful good
No. Appearing: 1
Armor Class: -5
Movement: 24, Fl 48 (B)
Hit Dice: 12
THAC0: 9
No. of Attacks: 3
Damage/Attack: 2-8/2-8/3-18
Special Attacks: Magic use
Special Defenses: See below
Magic Resistance: 90%
Size: H (13’ long)
Morale: Fanatic (18)
XP Value: 11,000
Psionics: Level 9; Dis 4; Sci 5; Dev 18
Attack/Defense - All/All
Power Score - Equal to Intelligence
PSPs - 200
The Ki-rin first shows up in the Monstrous Compendium Volume Two (1989) and again in the Monstrous Manual (1993). In addition, there is a bit of their lore in Monster Mythology (1992) that tells us the Ki-rin worship the deity Koriel. It's a loner god, content to fly around the skies and not talk to anyone. The Ki-rin's appearance remains the same, and now they have a song-like voice. Unfortunately, their skin is still worth a pretty penny, but woe is the individual that possesses it. Those that do so face the wrath of other Ki-rin who will hunt the perpetrator down to avenge their skinned comrade and pry gore them real bad with their horn and stamp them into the ground hooves.
If you were hoping to talk to them and wondering what the best language is to use, don’t worry! Their telepathic ability is why they can communicate with everyone, no matter what language they speak. Males are the only Ki-rin you'll ever encounter, for no one has ever seen a female or child Ki-rin. The Ki-rin are described as noble creatures on the hunt for those who seek to do bad things and reward do-gooders. It's so lovely to work on a friendly and well-meaning creature. Writing about monsters who want to eat your flesh too often isn't good for the soul.
Sadly, the Ki-rin don't live on a cloud anymore, instead residing on plateaus and mountaintops that are impossible to reach. Their lairs may not look like much from the outside, the exterior consists of stone, cloth, and wood they create, but the inside is so stunning you might never want to leave. Gorgeous tapestries adorn the walls, and soft and silky pillows are everywhere. Their treasures, obtained after defeating evil foes, can also be found within their lair.
You won't want to be a party of murder-hobos, for facing off against a Ki-rin will commonly end in death, and specifically, your death. If they aren't kicking you with their hooves or stabbing you with their unicorn horn, a Ki-rin's magic will be what ends your adventuring career. They still cast spells as an 18th-level magic user and have so many spells at the ready that it will make your head spin. If you're a Protect-The-Innocent type of group, the Ki-rin will instead reward you with food, water, and, if you're lucky, a bit of their treasure.
If you thought one type of celestial-good horse was enough for you, just wait till you meet the T’uen-rin! The T'uen-rin, a cousin of the Ki-rin, is found in Planescape Monstrous Compendium Appendix II (1995) and resides in Arcadia, a plane of law and good. Living in Arcadia, they are more powerful than the Ki-rin, as hard as that is to believe, though they appear to be more horse-like, though if you look closely you can see their coat is made up of shiny golden scales and have pink hooves and horns. They spend most of their time traveling the multiverse looking for evil to defeat, which probably includes you.
Unfortunately, we are left wondering the important question about the T’uen-rin… how much can we sell their pelt for? While we may never get that answer, we do learn that all T’uen-rin are females and rumor has it that there are no males among their hallowed ranks.
3e/3.5e - Ki-rin
Huge Magical Beast
Hit Dice: 12d10+60 (126 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 60 ft., fly 120 ft. (good)
Armor Class: 25 (-2 size, +4 Dex, +13 natural)
Attack: Horn +21 melee, 2 hooves +13 melee
Damage: Horn 2d6+11, hoof 1d6+4
Space/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Spells
Special Qualities: Spell-like abilities, telepathy, detect thoughts, SR 28
Saves: Fort +13, Ref +14, Will +11
Abilities: Str 26, Dex 18, Con 20, Int 19, Wis 21, Cha 23
Skills: Concentration +20, Listen +15, Sense Motive +20, Spot +15
Feats: Alertness, Blind-Fight, Combat Casting, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 18
Treasure: Standard
Alignment: Always lawful good
Advancement: 13–24 HD (Huge); 25–36 HD (Gargantuan)
Instead of a Monster Manual, the Ki-rin shows up in Oriental Adventures (2001). They have changed their appearance again, and one might say they look somewhat like a unicorn. Their bodies resemble a stag and are now covered in golden scales a la the T'uen-rin from before. The mane and tail are still a deep golden while their eyes remain a lovely shade of violet.
Of course, they are still goody-four-hooves horses, doing what is the most good and lawful thing they can think of, like killing evildoers. If they wish to tell you how they are going to stomp you into the ground and gore you with their horn, they can do so either in your head with telepathy or use their new language, Spirit Tongue, which is… the language of spirits… we think. You’ll have to let us know after you die.
Exceptionally evil creatures must always look out for Ki-rin because our mystical pseudo-horse will want them dead. If you are an adventurer, and maybe heard how many interesting components make up a Ki-rin from previous editions, you may decide to go against common sense and attack them. The Ki-rin has no problem fighting back, though they’ll stick to non-lethal damage unless they decide you are evil and should perish, which if you’re attacking a Ki-rin because you want to sell its pelt… you probably are.
Once they knock you unconscious, they leave you alone and start knocking out any allies who thought they could get rich with you. They won’t bother finishing you off, but they also aren’t going to raise a hoof and stop anything happening to you while you are comatose. They let fate decide and if you get eaten by an owlbear, that’s on you.
5e - Ki-rin
Large Celestial, Typically Lawful Good
Armor Class 20 (natural armor)
Hit Points 153 (18d10 + 54)
Speed 60 ft., fly 120 ft. (hover)
Str 21 (+5) Dex 16 (+3) Con 16 (+3) Int 19 (+4) Wis 20 (+5) Cha 20 (+5)
Skills Perception +8, Insight +9, Religion +8
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., truesight 30 ft., passive Perception 19
Languages all, telepathy 120 ft.
Challenge 12 (8,400 XP) / Proficiency Bonus +4
Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead.
Magic Resistance. The ki-rin has advantage on saving throws against spells and other magical effects.
Multiattack. The ki-rin makes two Hoof attacks and one Horn attack, or it makes two Sacred Fire attacks.
Hoof. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (2d4 + 5) force damage.
Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) radiant damage.
Sacred Fire. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) radiant damage.
Spellcasting. The ki-rin casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):
At will: light, major image (6th-level version), thaumaturgy
3/day each: cure wounds, dispel magic, lesser restoration, sending
1/day each: banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walk
Legendary Actions. The ki-rin 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 ki-rin regains spent legendary actions at the start of its turn.
Move. The ki-rin moves up to half its speed without provoking opportunity attacks.
Smite. The ki-rin makes one Hoof, Horn, or Sacred Fire attack.
The 4th edition does the Ki-rin dirty, refusing to include this majestic celestial, but it makes its return in Volo's Guide to Monsters (2018) and is reprinted in Mordenkainen Presents: Monsters of the Multiverse (2022). As we all know the Ki-rin is a creature of the Outer Planes in the service of deities, and the god they work for goes a long way in determining their appearance. Depending on the god, a Ki-rin could resemble a massive unicorn, have the features of a dragon, or even have two horns that resemble antlers. Lawful and good, commoners view the Ki-rin as prophets of good fortune, which is probably because they are still fighting evil wherever they find it.
The average Ki-rin looks like a stag who goes to the gym five days a week, its muscular frame covered with golden scales lined with fur. A Ki-rin's eyes are still violet, but their previously pink hooves and horn are now a luminous copper color. They are covered in golden scales lined in some places with golden fur. When they fly through the air, their fur blowing majestically in the wind, people say it looks like Ki-rin are ablaze in golden fire.
A Ki-rin's lair is still the pinnacle of luxury and remains nearly impossible to access. Being on the top of a mountain hidden by magically fortified clouds tends to do that. It is a quiet and peaceful place, having the creature comforts of a palace while maintaining the serenity of a holy temple. Of course, you can never have a moment to yourself in even a fantasy world and so some brave individuals are always attempting to seek out a Ki-rin in their lair. They probably don’t even bring an apology pie or some good hay for disturbing them.
Those that make the journey, and survive, can try to convince the Ki-rin that they are worthy of its time. A Ki-rin will become your Jedi master if you pull that feat off. Typically, if you go through all the hassle of finding a Ki-rin, and don’t try to sell its pelt while it is still using it, you offer your service to the Ki-rin. Once your training is complete, you can then wander the land looking for evil, sometimes reporting back, or confronting it yourself.
Their lair has so many other features it can be a bit overwhelming for the mere mortal. Many previous Ki-rin abilities from the past become tied directly to the Ki-rin's lair. Creating soft fluffy pillows and objects made from wood, stone, and metal are now lair actions. Regional effects surround the Ki-rin's lair, like causing plants and animals to be tranquil and grow into the best versions of themselves. In addition, if you trip and fall outside the lair, you may think you'll plummet to your death. Don't worry because the winds will carry you gently down to safety. When you near a Ki-rin's lair, disease, poisons, and curses take a break. None of this holds true for Aberrations, Fiends, and Undead, but we doubt many of these creatures would dare to get that close to a Ki-rin's home and at that point, they are probably about to have bigger problems, like a unicorn horn to the chest.
A Ki-rin is not a creature you want to see opposite you on the battlefield. Hoof and horn attacks are their primary melee attacks, making three of them each round. They may not have the same number of spells they've had in the past, they have plenty of abilities to make you second guess stealing that copper coin from that defenseless orphan.
As far as shining beacons of goodness go, the Ki-rin sheds a brilliant golden light that is hard to surpass or cover in darkness. In a fantasy world filled with demons, devils, and all manners of creepy creatures, it's nice to know the Ki-rin is always waiting in the clouds to fight evil or to stomp some rowdy adventurers into the ground while urging you to seek redemption.