Small Beast, Unaligned
Armor Class 12 Natural armor
Hit Points 7 (2d6)
Speed 40 ft., Burrow 15 ft.
STR
7 (-2)
DEX
14 (+2)
CON
10 (+0)
INT
3 (-4)
WIS
13 (+1)
CHA
7 (-2)
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Charge. If the al-mi'raj moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 2 (1d4) piercing damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Magic Resistance. The al-mi'raj has advantage on saving throws against spells and other magical effects.

Actions

Horn. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Teleport. The al-mi'raj magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see.

Variant: Psionic Al-Mi'raj:

Some al-mi'raj have limited psionic abilities. Such an al-mi'raj has the following trait.
Innate Spellcasting (Psionics). The al-mi'raj's spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: mage hand (the hand is invisible), produce flame
3/day: levitate (self only)

Description

Al-mi'raj resemble rabbits, but they possess large, spiralling horns on their foreheads, much like those of unicorns. Most al-mi'raj have yellow fur, though many other colourations are known to exist. They are also noted for their incredible aggression, as an al-mi'raj that feels threatened will charge at anything and attempt to stab it with its horn.

 

Habitat: Forest

ConcreteTable

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