Large Monstrosity, Chaotic Evil
Armor Class 13 natural armor
Hit Points 37 (6d10 + 4)
Speed 50 ft., Climb 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
5 (-3)
WIS
5 (-3)
CHA
5 (-3)
Saving Throws STR +6, DEX +5
Skills Intimidation +10, Investigation +10, Perception +10
Damage Vulnerabilities Lightning, Piercing, Radiant
Damage Resistances Acid, Poison, Damage Dealt By Traps
Condition Immunities Blinded, Charmed, Deafened, Frightened
Senses Tremorsense 100 ft, Truesight 50 ft, Passive Perception 7
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Pounce. If the Almiraj moves at least 40 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Almiraj can make one bite attack against it as a bonus action.

Amorphous. The Almiraj can move through a space as narrow as 2 feet wide without squeezing.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.

Demon Force. The Almiraj attempts to attack two chosen creatures within 30 feet by manipulating all of the blood within it; the targets must succeed on a DC 14 Strength saving throw or take 5 (1d10) force damage and be thrown away from the Almiraj in a straight line until it hits a wall or travels 40 feet.

Howl(1 per day). The Almiraj makes a truly spine-chilling screech; every creature with 50 feet of the Almiraj must succeed on a DC 14 Saving throw of their chosen ability score or become Frightened for one round.

Description

Using all of the blood in its pool, the Ashen Almiraj has transformed into a large monstrosity shaped like a wolf; it could be considered as a blood golem with a rabbit functioning like a brain. In this form, the Almiraj can easily take down large predators such as bears (at least canonically). However, this transformation came at a cost: the Almiraj temporarily loses its intellect and is forced to resort to its instincts. Perceptive adventurers immediately know to take advantage of this newfound weakness and to use piercing and lightning attacks to bypass the armour of blood. 

Monster Tags: monstrosity

Habitat: Forest

BreadLover2468

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