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Kinnara

Medium · Celestial · CR 3 · Lawful Good

Source. Creature Codex
Armor Class
14 (natural armor)
Hit Points and Hit Dice
65 (10d8+20)
Challenge Rating CR
3

Ability Scores

Core attributes and their modifiers.

STR
12
+1
DEX
15
+2
CON
14
+2
INT
13
+1
WIS
16
+3
CHA
19
+4

Overview

Category Monsters
Size Medium
Type Celestial
Alignment Lawful Good
XP 700
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Fly 50 ft (15.2 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 13

Saving Throws

Wisdom +5 Charisma +6

Skills

Insight +5 Performance +8

Languages

all, telepathy 60.0 ft (18.3 m).

Resistances & Immunities

Damage Resistances
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened

Traits

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

Actions

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.

Shortbow

+4 to hit, range 80/320 ft (24.4/97.5 m). Hit: 1d6+2 plus 2d8 radiant damage.

Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.

Shortsword

+4 to hit, reach 5 ft (1.5 m). Hit: 1d6+2 plus 2d8 radiant damage.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.

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.

About Kinnara

Kinnara is a medium celestial with a Challenge Rating of 3. It has a lawful good alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 65 hit points (derived from 10d8+20).

Kinnara has communication capabilities including all, telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Kinnara

2 tips available

When using Kinnara in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Kinnara

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 3.

Solo Encounter:

A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 1,200 XP
  • Hard: 1,800 XP
  • Deadly: 2,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Kinnara?
Kinnara has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
What type of creature is Kinnara?
Kinnara is a Medium Celestial, which affects how certain spells and abilities interact with it.
What languages does Kinnara speak?
Kinnara can communicate in all, telepathy 60 ft..

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