Small Beast, Any Alignment
Armor Class 13
Hit Points 6 (1d6)
Speed 50 ft.
STR
2 (-4)
DEX
16 (+3)
CON
10 (+0)
INT
6 (-2)
WIS
14 (+2)
CHA
10 (+0)
Skills Perception +4, Stealth +5
Senses Darkvision, Passive Perception 14
Languages The Almiraj understands the common language, but cannot speak
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

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

Actions

The almiraj acts on its own initiative, taking its turn immediately after its master, and only if its master spends their own action to give the almiraj a command. The almiraj can take the help action, dodge action, attack action, hide action, or ready an action as well as follow basic commands.

Horn. Melee Weapon Attack; +5 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) [piercing] damage. 

Description

Almiraj resemble large rabbits with a 1-foot-long spiraled horn, usually black in color, in their foreheads, like unicorns.

Almiraj are usually timid creatures, considered unpredictable by some. However, almiraj are also fearless. Though incredibly uncommon on the material plane, they are easy to pet and tame, and incredibly faithful to their masters, and spellcasters often seek them to make them their familiars.

Almiraj do not reproduce and do not die. When reduced to zero hit points, Almiraj are mysteriously reborn after about 30(3d20+5) days. Tamed Almiraj tend to return to their masters if they are treated well.

FScottTitzgerald