Almiraj
System: Pathfinder | SRD
Almiraj
CR 1
XP 400
N
Magical Beast
Small
Init +2
;
Senses darkvision 60 ft., low-light vision, scent; Perception +4
Defense
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 13 (2d10+2)
Fort +4
Ref +5
Will +0; –2 vs. witch hexes
Offense
Speed 30 ft., burrow 10 ft.
Melee +1 gore +6 (2d4–1)
Special Attacks magic horn
CMB –1
CMD 11 (15 vs. trip)
Statistics
Str 6,
Dex 15,
Con 12,
Int 5,
Wis 11,
Cha 6
Base Atk +2
Feats Weapon Finesse
Skills Acrobatics +6 (+14 when jumping), Perception +4, Stealth +14
Languages Sylvan (can't speak)
SQ hex-prone
Special Abilities
Hex-Prone (Su) An almiraj takes a -2 penalty on all saving throws against harmful witch hexes. The duration of any beneficial hexes longer than 1 round that affect an almiraj is increased by 50%.
Magic Horn (Su) While on the creature's head, an almiraj's horn is treated as a +1 weapon. Any living creature slain by an almiraj's gore attack immediately turns to stone (as if by the flesh to stone spell, with no saving throw, and the creature is still dead). A severed almiraj horn retains a wisp of its former magic, and counts as a masterwork weapon if used to create a magical dagger or similar small piercing weapon.
This oversized rabbit has a single long, pearlescent horn protruding from its crown.