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Heroes VI · CREATURE PROFILE

Enraged Kirin in Heroes VI: stats, cost and abilities

Enraged Kirin in Heroes VI: 80000 reference health per creature, detailed statistics, explained abilities, recruitment restrictions, original artwork and related profiles.

Quick guide: where it fits

Scenario opponent with special rules

Before the encounter identify the boss’s active form and actual abilities.

Watch for: A boss is not an ordinary recruitable stack.

Exact dwelling, growth and items →
Enraged Kirin — creature appearance in Heroes 6
Source · Game artwork

Campaign boss

Enraged Kirin

How to use this creature in practice

Scenario opponent with special rules

Before the encounter identify the boss’s active form and actual abilities. Deploy for dangerous affected areas and scenario conditions; this does not imply recruitment.

Watch for: A boss is not an ordinary recruitable stack. Price and available numbers cannot be inferred from similarly named lesser creatures.

Timing, specific abilities and the follow-up plan

Combat movement 9 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Lightning Monsoon: Creates a 5 × 5 storm for three rounds, dealing 800 Air damage and soaking creatures inside. Do not remain merely to preserve the original formation.
  • Enraged: Below 35% health Enraged Kirin gains one extra action per round for the battle. Plan crossing that threshold alongside a prepared finishing attack.
Might damage
2800–3600
Magic damage
—
Might protection
51 %
Magic protection
53 %
Health
80000
Initiative
50
Combat movement
9
Ranged reach
—
Morale
0
Luck
0
Reference growth
—

Cost per creature: Cannot be recruited normally

A separate campaign boss. Values describe a reference profile; the mission, combat phase and settings can affect the encounter. It has no ordinary recruitment or price.

Abilities and limitations

  • Lightning Monsoon

    Creates a 5 × 5 storm for three rounds, dealing 800 Air damage and soaking creatures inside. Do not remain merely to preserve the original formation.

  • Enraged

    Below 35% health Enraged Kirin gains one extra action per round for the battle. Plan crossing that threshold alongside a prepared finishing attack.

  • Riptide

    A wave forms under the target and becomes a column next round, dealing 3,500 Water damage at that location. Leave the marked position before it resolves.

  • Great Tsunami

    The wave deals 2,500 Water damage to everyone except the Kirin. Small stacks are pushed back two tiles and stunned for one round; creatures sheltered by columns are safe.

  • Invigorating Rain

    The mist trail slows enemies and enables an extra allied action. The corresponding Kirins resist their own effect; movement through the mist changes action planning.

  • Freezing Hailstorm Aura

    Enraged Kirin’s direct attack freezes its target and also damages adjacent stacks. Clustering important creatures increases one hit’s impact.

  • Water resistance

    Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.

  • Air vulnerability

    Nagas and the relevant water spirits take 25% more Air damage. Water protection does not help against this school.

  • Spirit Form

    Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.

  • Living

    Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.

  • Boss immunities

    The boss resists movement and initiative reduction, blindness, mind control and action-denial effects. A plan built solely on repeatedly disabling an ordinary stack does not carry over.

Reference ↗

Where to obtain and develop this creature

This reference assigns no direct town dwelling. Read the profile’s availability and abilities for acquisition.

Reading this profile correctly

Read Might/Magic damage and protection separately. Protection percentages are not raw Defense attributes. Campaign forms, bosses and transformations do not establish separate ordinary recruitment.

The table separates Might and Magic damage, including the element. Protection percentages are not raw defense attributes; ability bonuses cannot simply be added to them. Growth belongs to the listed reference recruitment form and does not guarantee the same count in every town and patch. Ranged reach is not ammunition. Read separate conditions for bosses and Namtaru forms.

Numerical reference source ↗

Original roster scope

111 stat profiles from eight historical Acid Cave inventories: 86 faction forms, 12 neutrals and 13 bosses. The faction inventory covers 84 base and upgraded creatures, with additional separate humanoid and spider forms for Fate Spinner and Fate Weaver. A boss is not an ordinary recruit. Might and Magic damage are separate; protection percentages are not raw defense attributes. Values describe the cited reference tables rather than every patch and scenario.