Ki-rin

From Volo's Guide to Monsters, page 163.

**Hit Points:** 152 (16d12 + 48)
 **STR**
21 (+5)
16 (+3)
16 (+3)
19 (+4)
20 (+5)
 **Skills:** Insight +9, Perception +9, Religion +8
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** blindsight 30 ft., darkvision 120 ft., passive Perception 19
**Languages:** all, telepathy 120 ft.
 ***Innate Spellcasting.*** The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components:
*At will:* Gaseous Form, Major Image (6th-level version), Wind Walk
*1/day:* Create Food and Water
***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.
***Magic Weapons.*** The ki-rin's weapon attacks are magical.
***Spellcasting.*** The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:
*Cantrips (at will):* Light, Mending, Sacred Flame, Spare the Dying, Thaumaturgy
*1st level (4 slots):* Command, Cure Wounds, Detect Evil and Good, Protection From Evil and Good, Sanctuary
*2nd level (3 slots):* Calm Emotions, Lesser Restoration, Silence
*3rd level (3 slots):* Dispel Magic, Remove Curse, Sending
*4th level (3 slots):* Banishment, Freedom of Movement, Guardian of Faith
*5th level (3 slots):* Greater Restoration, Mass Cure Wounds, Scrying
*6th level (1 slots):* Heroes' Feast, True Seeing
*7th level (1 slots):* Etherealness, Plane Shift
*8th level (1 slots):* Control Weather
 ***Multiattack.*** The ki-rin makes three attacks: two with its hooves and one with its horn.
***Hoof.** Melee Weapon Attack:* +9 to hit, reach 15 ft., one target. *Hit:* 10 (2d4 + 5) bludgeoning damage.
 The ki-rin can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
**Detect.** The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check.
**Smite.** The ki-rin makes a hoof attack or casts Sacred Flame.
 The ki-rin's celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity:
* Water flows pure within 3 miles of a ki-rin's lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.
* Animals, plants, and good creatures within 3 miles of the ki-rin's lair gain vigor as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren't normally prey. Evil creatures can't tolerate the holy atmosphere within the same distance, and usually choose to live much farther from the domain of a ki-rin..
* Curses, diseases, and poisons affecting good-aligned creatures are suppressed when those creatures are within 3 miles of the lair.
* A ki-rin 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 ki-rin doesn't need to maintain a clear path to the sky or to concentrate for the change in weather to persist.
* Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.

When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years.