5e:Almiraj
Almiraj [1] | ||||||||||||
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Small Beast (Almiraj), Unaligned | ||||||||||||
Armor Class: 13 | ||||||||||||
Hit Points: 3 (1d6) | ||||||||||||
Speed: 50 ft. | ||||||||||||
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Skills: Perception +4, Stealth +5 | ||||||||||||
Senses: darkvision 30 ft., passive perception 14 | ||||||||||||
Languages: — | ||||||||||||
Habitat: Forest, Grassland | ||||||||||||
Challenge: 0 (10 xp)Proficiency Bonus (PB): +2 | ||||||||||||
FeaturesKeen Senses. [2] The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight. ActionsHorn. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. |
An almiraj (pronounced AWL-meer-ahj) is a large, timid rabbit with a 1-foot-long spiral horn emerging from its forehead, not unlike the horn of a unicorn. If driven to attack, it tries to spear enemies with its horn.
Almiraj were brought to Chult long ago by merchants of the distant land of Zakhara. Skilled at evading predators, these creatures have flourished throughout the tropical peninsula. They live in earthen burrows and can be captured and domesticated. With the DM's permission, the find find familiar spell can summon an almiraj. [1]
Found in Adventures
Sources and Notes
- Steve Winter, et. al.. Tomb of Annihilation (5e 2014) (2017). Wizards of the Coast. p. 211. Licensed: © Wizards of the Coast (used under 'fair use' clause). ↑ 1.0 1.1
- Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team. SRD-OGL v5.1 (5e 2014) (2015.05.06). Wizards of the Coast. Licensed: OGL. ↑
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Monster data +
Almiraj (Sort Text: Almiraj 5e, Size: Small, Type: Beast, Subtypes: Almiraj, Alignment: Unaligned, HP: 3, Movement Type: Walk, CR: 0, Features: Keen Senses • Horn, Has Lair: No, NPC: No, Canon: Yes, Pointer: Yes, UA: No, User: No, Sources: Tomb of Annihilation)