Ki-rin
Celestial · no Crown (Sacred)
T4d10Major
Hooved omen-beasts, ki-rin fly with antlers aglow, heralding justice or calamity.
Tier 4 · Role Major · Pool Vigor 6 / Vitality 8 · AC 14 · ATK +6 · Save DC 17 · Dmg d10
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | -1 | -d3 |
| Mind | 18 | +4 | d8 |
| Sense | 18 | +4 | d8 |
| Heart | 14 | +2 | d4 |
| Cunning | 18 | +4 | d8 |
| Fate | 20 | +5 | d10 |
Passives
Spellcasting (Heaven's Litanies)
Speaks the omen-prayers of the celestial courts, calling down sacred fire and healing light as judgment demands.
Celestial Grace
Flies 120 ft and can hover. Immune to disease and poison, and has advantage on saves against spells.
Sense Wickedness
Knows the presence and location of every evil creature within 120 ft. Nothing hides its guilt from the ki-rin.
Maneuvers
The Laying On of Hands (2/day)
Antlers flare with warm light. Allies within 30 ft remove 1 wound and are cured of disease and poison.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Holy Fire
Sacred flame erupts in a 30 ft radius within 120 ft. Each creature there makes a Fate save (DC 17): on a failure it takes 4 damage, on a success 1 Vigor damage. Evil creatures save with disadvantage.
Tactics
GM tactics
Names the wicked with Sense Wickedness, then calls Holy Fire down on them. Lays on hands to lift a wound from its allies and burn the poison out of them. Fights with cosmic patience, never striking first and never twice where once will serve.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d10. A crit rolls two: 2d10.
- Crits on a natural 16+ (Cunning 18).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.