AC
18
Natural
Initiative
+8 (18)
HP
127
(12d20 + 7)
Speed
50 ft., Fly 20 ft. glide, Burrow 30 ft. bunny burrow
| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 26 | +8 | +8 |
| CON | 24 | +7 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 18 | +4 | +4 |
| CHA | 14 | +2 | +2 |
Skills
Arcana +5, Perception +5, Persuasion +5
Resistances
Damage from Spells
Senses
Blindsight, Darkvision, Truesight; Passive Perception 30
Languages
Common
CR
1/4 (XP 50; PB +2)
Traits
Magic Resistance. The Almiraj has advantage on saving throws against spells and other magical effects.
Spellcasting. The Almiraj is a 2-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The Almiraj has following [class name] spells prepared:
Cantrips (at will): Mage Hand, Prestidigitation
1st level (5 slots): Chromatic Org, Magic Missile
Actions
Multiattack. The Almiraj either makes two horn attacks or a horn and a hoof attack.
Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 5 (1d4 + 5) Piercing damage.
Hoof. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 5 (1d4 + 5) Bludgeoning damage.
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