Volo's Guide to Monsters

(Nancy Kaufman) #1

complete the daunting journey to a ki-rin's lair can prove
themselves worthy of speaking with its occupant.
Many who seek a ki-rin's guidance end up pledging
service to the creature. They study as monks under its
tutelage and serve as its agents in the world. The fol-
lowers of a ki-rin might travel incognito across the land,
seeking news of growing evil and working behind the
scenes, or might be champions of their master's cause,
out to defeat villainy wherever it is found.


LAIR OF LUXURY


On the celestial pl'anes, ki-rins reside in lofty, elegant
aeries filled with luxurious objects. In the world, a ki-rin
chooses a similar location, such as atop a tall pinnacle
or within a cloud solidified by the ki-rin's magic. When
viewed from the outside, a ki-rin's lair is indistinguish-
able from a natural site, and the entrance is difficult for
visitors to find and reach. Inside, the lair is a serene and
comfortable place, its ambiance a mix between palace
and temple. If the ki-rin has taken creatures into its ser-
vice, its lair doubles as a sacred site wherein the ki-rin
not only rests, but also teaches of holy mysteries.
Inside its lair, a ki-rin has the power to i;:onjure objects
up to three times per day, using each of the following
versions of the power once. One version permanently
creates enough objects made of soft, plant-based ma-
terial-including manufactured objects such as cloth,
pillows, rope, blankets, and clothing- to fill a cube 20
feet on a side. The second version permanently creates


I was awed to tears at the mere
si~ht of my B.rst ki-rin, and
I've met ~ods.
-Volo

enough objects made of wood, or similarly hard plant-
based material, to fill a cube 10 feet on a side. The third
version creates enough objects made of stone or metal
to fill a cube 2 feet on a side, but any materials created
in this way last for only 1 hour.

REGIONAL EFFECTS
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 crea-
    tures 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 im-
    mediately, although the invigorating effect on flora and
    fauna remains for 3 years.

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