Almiraj

Tomb of Annihilation p. 211

Tamaño
Pequeño
Tipo
beast
Alineamiento
sin alineamiento
CA
13
Puntos de golpe
3 (1d6)
Velocidad
walk 50 ft.
Habilidades
Perception +4, Stealth +5
Sentidos
darkvision 30 ft.
Percepción pasiva
14
Desafío
0
FUE
2
−4
DES
16
+3
CON
10
+0
INT
2
−4
SAB
14
+2
CAR
10
+0

Rasgos

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.

Acciones

Horn

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

Otros datos

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.