Almiraj

Level 1
Creature· beastUncommonSmallLegacy
AC
16
HP
20
Speed
20 ft.
Perception
+8
Fort
+6
Ref
+11
Will
+5
Languages fey
Senses darkvision, scent 30 ft. (imprecise)
Skills acrobatics +7, occultism +7, stealth +7, survival +5
Other Speeds burrow 10 ft.
Recall Knowledge DC 17 (nature)

Attacks

Melee Horn +9 (finesse, magical, unarmed), Damage 1d6+2 piercing

Abilities

Magic Susceptibilityinteraction

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.

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 +1 Dagger or, if affixed to a shaft, a +1 Spear