Qilin
rating: 0+x

Quilin

(Alternatively called the kirin, but there needs to be more monsters that start with Q, don't you think?)

By moc.liamg|nyloaf#)erewfloW( nyloaF

Note: This creature was originally published (as Kirin) by the Pathfinder SRD, but contains elements of the creature of the same name listed in Oriental Adventures.

These noble creatures are distantly related to unicorns. Their very large, deer-like bodies are covered in fine golden, turquoise, jade, or copper scales that gleam even in low light. Their mane, tail, and feathering around their ankles and down the back of their calves is of a deeper gold, and they have violet eyes and rose-tinged hooves and horn. Unlike unicorns, their horn is curved and sometimes branched. They roam the skies looking for good deeds to reward and evildoers to punish—they are mostly peaceful creatures, though, and only start fights with the most evil of beings. It's unknown whether they are natural creatures or creations of the gods. Qilin sometimes make lairs high on mountain plateaus; their homes are luxurious inside. For the most part, though, they simply ride on the wind.

ST: 25 HP: 25 Speed: 7.00
DX: 14 Will: 12 Move: 14
IQ: 11 Per: 13
HT: 13 FP: 13 SM: +1
Dodge: 11 Parry: n/a DR: 8

Bite (16): 2d-2 crushing. Reach C.
Fiery Breath (15): 2d burning in a cone, 10 yards long by 5 yards wide. Takes Recharge, 5 seconds. Costs 2 FP.
Hooves (16): 2d+4 crushing. Reach C, 1.
Horn (18): 3d+3 impaling. Reach 1; Straight ahead only. Its horn is considered to be a magical weapon and as such does more damage than would be expected (although it stops working if it’s removed from the qilin).

Traits: Acute Detect 4; Acute Hearing 4; Acute Vision 4; Combat Reflexes; Detect (Thinking Minds; Vague); Energy Reserve 20; Flight (Air Move 56); Empathy; High Pain Threshold; Honesty (12); Insubstantiality (Switchable); Night Vision 6; Peripheral Vision; Quadruped; Resistant to Disease (+8); Scales; Sense of Duty (Good entities); Striking ST 5 (Horn; ST 30); Striker (Horn, Impaling); Telescopic Vision 2; Telesend (Universal; Reliable 5); Voice; Weak Bite.
Skills: Aerobatics-14; Brawling-16; Detect Lies-18; Diplomacy-16; Flight-13; Hidden Lore (Spirit Lore)-15; Hidden Lore (Sacred Places);-15; History-18; Innate Attack (Breath)-15; Observation-17; Psychology-16; Singing-15; Survival (Mountains)-13; Thaumatology-18; Theology (Varies).
Spells: Bravery-20; Clouds-20; Create Food-20; Create Servant-20; Create Spring-20; Create Water-20; Detect Magic-20; Exclude Evil*-20; Essential Food-20; Essential Water-20; Fool’s Banquet-20; Hail-20; Illusion Disguise-20; Illusion Shell-20; Independence-20; Lightning-20; Perfect Illusion-20; Plane Shift-20; Plane Shift Other-20; Predict Weather-20; Purify Food-20; Purify Water-20; Rain-20; Regeneration-20; Repel Evil*-20; Season-20; Sense Evil*-20; Sense Good*-20; Storm-20; Sunlight-20; Sunbolt-20; Suspend Magic-20; Walk On Water-20; Water to Wine-20; Wind-20.
Class: Servitor of Good.
Combat Effectiveness Rating: 144 (OR 88 and PR 56).
Notes: Truly good. Spells marked with an asterisk are from GURPS Thaumatology

Variants

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