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
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.