Almiraj

Almiraj

Creature 1

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 .