Keirin — Spirits of Light, Storm and Air that Slumber in Stone

Of all Arhda, the far-seeing Keirin are perhaps the most beautiful, the most graceful. Born aloft on wings of multi-hewed fire, Keirin ride the winds above mother Oesha. Their heads are adorned with a horn the color of white lightning. Their manes — a pallet of shifting luminescence.

They are most at home in storms — playfully riding the winds, mounting each violent updraft with an ease to put any bird to shame. The eldest among them can summon great thunderstorms, even hurricanes. For they know the names of the seven winds and all the riling airs of the great world. And when they sleep, they take on the hardness and hew of stone — standing a silent watch as vivid statues.

Often called sky-unicorns by elves and mortals, the Keirin share a few traits with their terrestrial relatives. They tend to choose a patch of virgin sky to call home and they become protective of the birds and other creatures of wing — keeping the skies safe and free of darkness, nightmare, or human pollution. Spires, mountain peaks, and cliffs are all part of a Keirin’s sacred abode. And a Keirin in slumber can sometimes be seen standing atop the highest nearby mountain — a solemn and still-seeing sentinel even in slumber.


(A Keirin’s wings are ephemeral and, while on land, are often dismissed. Image by Rajewel, please support her fantastic artwork here.)

Though taking a horse-like shape, Keirin do not usually permit themselves to be ridden. Only female paladins, clerics, and sorcerers possessing the purest hearts may find a Keirin willing to bear her. And even then, they will keep their heads, deciding their way as they see fit.

Keirin are wise, mercurial and willful. They have respect for all living things and are loath to take a life, even if they must. They respect the more violent Arhda and feel a kinship with all immortals, even those who’ve fallen to nightmare. These, they do battle with out of a sense of sad obligation. For them, it is as if they’re forced to slay wayward siblings. Each immortal soul lost to Death makes them feel as if they’ve become something less. Something closer to mortal themselves.

A Keirin’s Lair

The Keirin’s lair is a patch of sky at the heart of their realm. It is often the source of wildly varied weather — especially storms, winds, fogs and rainbows. At night, the moons and stars are often shown in bright contrast against a foreground of roiling clouds. In the center of this patch of sky is a great cliff, a spire, or a tall mountain peak upon which they can perch — viewing all the lands about for many, many miles.

Regional Effects

  • Open flames are extinguished beneath the skies of a Keirin’s domain. Campfires and torches refuse to burn, however closed lanterns are unaffected. Fires set by Ichor do burn and the Keirin in the region of Romas becomes enraged at the sight of the violet flames.
  • Creatures native to the airs of a Keirin’s lair gain +10 to their flight speed and have advantage on stealth checks to hide from hunters and trappers.
  • When a good aligned creature casts a spell or magical effect that causes another good aligned creature to regain hit points beneath a Keirin’s skies, the target regains the maximum number of hit points.
  • Curses affecting any good aligned creatures are suppressed.
  • The rate of natural healing for good creatures and for beasts beneath a Keirin’s skies is doubled.
  • Any person or beast eating meat beneath a Keirin’s skies becomes sickened until they leave the region.
  • Predators are able to subsist on plant matter beneath a Keirin’s skies.
  • The effects of storms beneath a Keirin’s skies are considered one category stronger when affecting evil creatures or manufactured structures. Structures of shaped stone (Troll, Dwarf or Half-Troll make) or shaped trees (Valemar, Ithildar) are unaffected.
  • Air, thunder, and lightning magics cast by good aligned casters are considered to be one level higher under a Keirin’s skies.
  • Good aligned creatures may speak with plants and animals (10 days out of the month) under the light of the fifth moon — Tiolas — beneath a Keirin’s skies.


Large, Celestial, Neutral Good

Armor Class: 14

Hit Points: 88

Speed: 60 Feet (Fly) 50 Feet (Run)

STR: 20 +5  DEX: 20 +5 CON: 14 +2 INT: 14 +2 WIS: 18 +4 CHA: 18 +4

Damage Immunities: Lightning, Thunder, Poison

Condition Immunities: Charmed, Paralyzed, Poisoned, Diseased

Senses: Darkvision 90 ft, Passive Perception 20

Challenge: 8

Charge: A Keirin that moves at least 20 feet toward a target and then hits with a horn attack on the same turn inflicts an extra 2d8 piercing damage. If the target is a creature it must succeed in a DC 16 Strength check or be knocked prone.

Innate Spellcasting: The Keirin’s Innate Spellcasting ability is Wisdom (Save DC 16). The Keirin may cast the following spells requiring no components:

At Will: Detect good and evil, druidcraft, pass without trace, light, thaumaturgy, blade ward

2/day each: Calm Emotions, Bless, Crusader’s Mantle, Dispel Good and Evil, Control Winds, Gust of Wind, Healing Word (3rd Level), Cure Wounds (3rd Level), Thunderwave (3rd Level), Shatter (3rd Level), Lesser Restoration, Lightning Bolt (4th Level)

1/day each: Chain Lightning, Mass Healing Word (5th Level)

Magic Resistance: The Keirin has advantage on saving throws against spells and other magical effects.

Magic Weapons: The Keirin’s natural weapon attacks are magical.


Multiattack: The Keirin makes two attacks — one with its hooves and one with its horn.

Hooves: Melee weapon attack +10 to hit, reach 5 ft, one target. Hit: 2d6+6 bludgeoning damage.

Horn: Melee weapon attack +10 to hit, reach 5 ft, one target. Hit: 1d8+6 piercing damage + 1d8 lightning damage.

Healing Touch: The Keirin touches another creature with its horn. The target regains 2d8 +4 hit points. In addition, the touch removes diseases and neutralizes all poisons afflicting the target.


The Keirin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Keirin regains spent legendary actions  at the start of its turn.

Horn: The Keirin makes one attack with its horn.

Graceful Flight: The Keirin flies 20 feet without provoking attacks of opportunity.

Protective Winds: The Keirin creates protective winds around itself or another creature within 60 feet of it. The target gains a +2 bonus to AC and ranged attacks against it are at disadvantage until the end of the Keirin’s next turn.






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