Group Tactics. The almiraj has advantage on an attack roll against a creature if at least one of the almiraj's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bloody Frenzy. The almiraj gets a second attack with disadvantage if its target is at less than full health.
Natural Deciever. Almiraj as an action can shift its form (as per polymorph) into any creature of the same size or back into it's normal form. The Almiraj also has advantage to deception and persuasion checks against creatures not of the chosen race.
Viscious Maw. The almiraj makes a bite attack Hit: +5 to hit, 8 (2d4+4) piercing damage. Additionally the target must roll a DC 12 Con saving throw. On a failed save, the target takes an additional 11 (3d6+2) points of slashing damage. Half damage on a success.
Slight Gore. The almiraj rams their horn forward. Hit: +5 to hit, 3 (1d4+1) piercing damage. DC 14 Con saving throw. On a failed save, the target is restrained and can reattempt the save at the end of their next turn. On a second failed save they are petrified for 1d4×6+12 hours. On a success they are unaffected but take full damage.
Innocent Surprise. If the Almiraj attacks a [Tooltip Not Found] target, their attack gets advantage and the target is frightened for 1d4 rounds. DC 14 wisdom save as an action to end the effect early.
Guerilla Fighter. The almiraj can disengage as a bonus action to burrow into the ground and reemerge 20 feet away on the start of its next turn.
Description
Almiraj are creations of magic that embody the viscious bloodthirst of nature. Intelligent enough to communicate and with an array of deceptive tools, they eviscerate foes who dare enter their territory.
Previous Versions
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