Kinnara
Medium Celestial, lawful good. CR 3, AC 14, 65 HP. Traits: Angelic Weapons, Eternal Lovers, Innate Spellcasting.
- Armor class
- 14
- Hit points
- 65
- Challenge
- 3
- Creature type
- Celestial
- Size
- Medium
- Alignment
- lawful good
Stat block
- Cha
- 19
- Con
- 14
- Dex
- 15
- Int
- 13
- Str
- 12
- Wis
- 16
- Speed
- Fly: 50; Walk: 30
- Senses
- darkvision 60 ft., passive Perception 13
- Skills
- Insight: 5; Performance: 8
- Actions
- Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.
- Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.
- Discordant Refrain (Recharge 5-6). The kinnara plays a series of jarring notes on its musical instrument. Each non-celestial creature within 60 feet who can hear the sound must make a DC 14 Wisdom saving throw. On a failure, a creature takes 18 (4d8) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage but isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Languages
- all, telepathy 60 ft.
- Reactions
- Share the Pain. When the kinnara's partner is hit with a melee or ranged attack, the kinnara can teleport to an unoccupied space within 5 feet of its partner. The damage caused by the attack is divided evenly between the two kinnara.
- Saving throws
- Wisdom: 5; Charisma: 6
- Special abilities
- Angelic Weapons. The kinnara's weapon attacks are magical. When the kinnara hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).
- Eternal Lovers. The kinnara shares a powerful bond with its partner and can't be turned against its partner by magical or non-magical means.
- Innate Spellcasting. The kinnara's spellcasting ability is Charisma (spell save DC 14). The kinnara can innately cast the following spells, requiring no material components: At will: detect good and evil, guidance, light, spare the dying 3/day each: charm person, sleep, healing word 1/day each: calm emotions, enthrall, hold person
- Damage resistances
- radiant; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition immunities
- charmed, exhaustion, frightened
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).