Almiraj

Tomb of Annihilation p. 211

Size
Small
Type
beast
Alignment
unaligned
AC
13
Hit Points
3 (1d6)
Speed
walk 50 ft.
Skills
Perception +4, Stealth +5
Senses
darkvision 30 ft.
Passive Perception
14
Challenge
0
STR
2
−4
DEX
16
+3
CON
10
+0
INT
2
−4
WIS
14
+2
CHA
10
+0

Traits

Keen Senses

The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Find Familiar

With the DM's permission, a character who casts the 'Find Familiar' spell can choose to summon an almiraj.

Actions

Horn

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Other data

description

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.