Legendary Resistance (5/Day). If The Rabbit fails a saving throw, it can choose to succeed instead.
Quickened Steps. You have advantage on initiative throws and a +11 and cant be surprised
Slippery Bastard. Range attacks against him are done with a disadvantage and he has +10 Ac against those attacks.
No Ordinary Rabbit. When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
A Vicious Streak. Movement does not cause opportunity attacks
Keen Senses. The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Multiattack. The almiraj makes 5 attacks a turn and then jumps away 60ft.
Horn. Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 18) piercing damage.
Spring. The almiraj springs up to 45 feet in a straight line and makes a horn attack against a target within its reach. This attack has advantage if the almiraj springs at least 10 feet. If the attack hits, the horn deals an extra 7 (2d6) piercing damage.
He makes a legendary action at the end of other creatures turns 3 legendary actions
Jump or Spring or moves . He either springs or jumps 30ft on any direction or moves half is movement speed.
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