Perception +8; darkvision, scent (imprecise) 30 feet
Languages Sylvan (can’t speak any language)
Skills Acrobatics +7, Occultism +7, Stealth +7, Survival +5
Str +2, Dex +4, Con +1, Int –3, Wis +2, Cha +3
AC 16; Fort +6, Ref +11, Will +5; –2 status penalty vs. occult spells
HP 20
Magic Susceptibility An almiraj takes a –2 status penalty to saving throws against occult spells. Any beneficial occult spells with a duration of 1 round or longer cast on the almiraj last twice as long.
Speed 20 feet, burrow 10 feet
Melee horn +9 (finesse, magical), Damage 1d6+2 piercing
Magic Horn Any living creature slain by the almiraj’s horn Strike immediately becomes petrified with no saving throw, in addition to dying. A severed almiraj horn retains a wisp of its former magic; in combat, the horn can be wielded as a
or, if affixed to a shaft, a .