A sacred animal, she can Regen allies by covering them with light. Kirin appears as a silver horse-like creature similar to a unicorn, though it has two crooked golden horns rather than one straight one. She also features green hair throughout her body.
Kirin, the Sacred Beast (CR 15)
AC 28, touch 16; flat-footed 20 (-2 size, +7 dex, +1 dodge, +12 natural)
Hp 483  (21d12+105); fast healing 5
Fort +19, Ref +19, Will +22
DR 10/-; Immune Blind, Charm, Confuse, Holy, Silence, Sleep, Slow, Stun, Doom;
Resist Fire 15, Wind 10, Lightning 20, Water 20, Ice 15, Earth 10; SR 30
Speed 60 ft.
Melee Gore +24 (2d6+5), 2 Hooves +19 (1d8+2)
Space 15 ft.; Reach 10 ft.
Special Attacks Captivating Charge, Hallowed Armor, Healing Master, Holy Beam, Light Rays, Revered Weapon, Unicorn Purification
Spells Known (FC 15th, concentration +25)
1st (DC 21) – Cure, Light
2nd (DC 22) – Cure II, Light II
3rd (DC 23) – Cura, Cure III, Light III, Lightra
4th (DC 24) – Cure IV, Holy, Light IV
5th (DC 25) – Bright, Curaga
6th (DC 26) – Holy II
7th (DC 27) – Bright II
Str 20, Dex 24, Con 20, Int 18, Wis 30, Cha 24
Base Atk +21; CMB +26; CMD 43
Feats Ability Focus (Captivating Charge), Canny Tumble, Circling Mongoose, Dodge, Great Fortitude, Improved Initiative, Juke, Mobility, Power Attack, Sidestep, Spring Attack
Skills Acrobatics +31, Climb +29, Heal +31, Knowledge (planes, nature) +25, Perception +34
Languages Common, Draconic, Enochian, Mithran, Queran, Vieran
SQ Bypass Spell Resistance
SPECIAL ABILITIES (phase I)
Light Rays (Su)
As a standard action, Kirin fires 3 beams of holy energy at its foes, up to 30 feet away. Each ray requires a ranged touch attack to hit and deals 2d6 points of holy damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).
During Phase II increases to 5 beams doing 3d6 points of holy damage.
During Phase III increases to 7 beams doing 4d6 points of holy damage.
Captivating Charge (Ex)
As a move action and while Kirin charges an opponent, she can attempt to charm their target for 1d6 rounds. With a successful Will save (DC 27) to negates the status effect.
Revered Weapon (Su)
Kirin can imbue allies’ weapons to deal holy damage. All allies may be affected so long as they are within 30 feet when Kirin uses the ability. Affected allies add 1d6 holy damage to their weapon damage rolls. The duration lasts 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).
During Phase II, increase holy damage to 1d8 for self and duration to 2d6 rounds.
During Phase III, increase holy damage to 1d10 for self and duration to 3d6 rounds.
Hallowed Armor (Su)
Kirin grants allies an scared barrier. All allies gain the effect of Radiant Spikes, as the white magic spell. The allies must be within 30 feet of Kirin when it uses this ability to receive these bonuses. Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23).
During Phase II, changes the effect to Radiant Spikes II.
During Phase III, changes the effect to Radiant Spikes III.
Bypass Spell Resistance (Ex)
Kirin’s command of magic is such that she may unravel a creature’s natural resistance to magic. Kirin may reduce a target’s spell resistance by 21 for 1d6 rounds, once per day per target. In addition, Kirin ignores energy resistance equal to 10.
SPECIAL ABILITIES (phase II)
Holy Aura (Su) [Begins Phase II]
When below 80% and as a swift action, Kirin energizes the area around her with a bright light, all allies within 120-ft.-radius around her gain a regen spell-like ability based on 15 per health healed per round and all foes take 2d6 holy damage per round.
Healing Master (Su) [Phase II+]
Once every 1d4+1 rounds, Kirin can cast Cure, Cure II, Cure III, Cure IV, Cura or Curaga using one standard action. Both of the spells must have the same casting time. Kirin can make any decisions concerning the spells independently of each other. Any target affected by both of the spells takes a –4 penalty on saves made against each spell. A white mage receives a +4 bonus on caster level checks made to overcome spell resistance with these two spells.
SPECIAL ABILITIES (phase III)
Holy Beam (Su) [Begins Phase III]
When below 50% and as full round action, Kirin energizes a bright light within her horns hitting all within a 30-ft.-radius beam that stretches out for 120-ft.-line. All foes within the blast range take 15d8 points of holy damage must make a Reflex save (DC 30) for half damage.
Unicorn Purification (Su) [Phase III]
Kirin heals one ally or self within a 60-ft. from her of all bad status effects. This ability functions like Basuna. Blue mages may learn this ability as a 9th level spell (Knowledge: Planes DC 33).