Small Beast, Unaligned
Armor Class 18 Mage Armor
Hit Points 99 (18d6 + 36)
Speed 50 ft.
STR
2 (-4)
DEX
20 (+5)
CON
14 (+2)
INT
2 (-4)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws DEX +10, WIS +10, CHA +5
Skills Acrobatics +10, Perception +10, Stealth +10
Senses Darkvision 30 ft., Passive Perception 20
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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

Innate Spellcasting. The Almiraj's innate spellcasting ability is Wisdom (spell save DC 18). The almiraj can innately cast the following spells, requiring no components:

At will: Zephyr Strike, Mage Armor, Sanctuary
1/day each: Haste (C), Otiluke's Resilient Sphere (C), Death Ward

Magic Resistance. The almiraj has advantage on saving throws against spells and other magical effects.

Avoidance. If the almiraj is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Quick Step. The Almiraj is so fast, it appear to be where it is not, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the almiraj is incapacitated or has a speed of 0.

Actions

Multiattack. The Almiraj makes three horn attacks.

Horn. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 5) piercing damage.

Too cute to look away. If a creature starts its turn within 60 feet of the almiraj and the two of them can see each other, the almiraj can force the creature to make a DC 18 Wisdom saving throw if the almiraj isn't incapacitated. If the target fails the save, the target suffers the following effects:

Sympathy. Creatures of the humanoid type feel an intense urge to approach the almiraj while within 60 feet of it or able to see it. When such a creature can see the almiraj or comes within 60 feet of it, the creature must succeed on a DC 18 Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the almiraj. When the creature has done so, it can't willingly move away from the almiraj. If the almiraj damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect. If an affected creature ends its turn while not within 60 feet of the almiraj or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the almiraj and recognizes the feeling of attraction as magical. In addition, a creature affected by the magic is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again. This magic effect last for 10 days

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the almiraj until the start of its next turn, when it can avert its eyes again.

If it looks at the almiraj in the meantime, it must immediately make the save.

Fragrance Breath (Recharge 5–6). The almiraj exhales a puff of pheromone at one creature within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw, or the target can’t take reactions and must roll a d4 to determine the effect:

1. Beguiling Smell. The target is [condition]stunned[/condition ]until the start of the almiraj’s next turn or until the almiraj is no longer within line of sight.

2. Hypnotic Smell. The target is charmed by the almiraj until the start of the almiraj’s next turn. the almiraj chooses how the charmed target uses its actions, reactions, and movement.

3. Mnemonic Smell. The target is confused, the last 10 minutes of the targets memory is modified to make it more docile toward the almiraj.

4. Predators Smell. The targeted creature must succeed on a DC 18 Wisdom saving throw or be transformed into a mouse for 1 hour. If The target is reduced to 0 hit point it reverts to its original form.

DnDPaladin

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