Almiraj

CR 0 · Small Beast (Almiraj)

Almiraj

Unaligned

Shaped by SME Fallback (zo offline)

Recommended Party

Levels 1–2 · balanced at Lv 1

Armor Class

13 (natural armor)

Hit Points

3 1d6

Speed

50 ft.

STR2 -4
DEX16 +3
CON10 +0
INT2 -4
WIS14 +2
CHA10 +0

Defensive Resilience

Saving ThrowsDex +5
SkillsPerception +4, Stealth +5
Sensesdarkvision 60 ft., passive Perception 14
Languages—

Lore

Arcane Scribe
Though it wears the soft, twitching form of a common hare, the almiraj bears a singular, spiraling horn that speaks of a sylvan lineage. These creatures were first ferried from the Feywild by merchant-princes who prized their exotic beauty, only for the skittish beasts to escape and flourish in the arid scrublands of the Material Plane. Despite their diminutive size, they possess a preternatural alertness; their oversized ears pivot toward the faintest heartbeat while their eyes glow with an uncanny intelligence that suggests they perceive the invisible threads of the world. In the wild, an almiraj is a ghost of the dunes, vanishing into hidden burrows at the first scent of a predator. Yet, if cornered or its warren threatened, its timidity evaporates into a display of reckless courage. It charges with the ferocity of a miniature unicorn, aiming its jagged horn with lethal precision at the softest points of its foe. Travelers who mistake their plush fur for a sign of docility often find themselves nursing deep puncture wounds, learning too late that an almiraj’s spirit is far sharper than its stature implies. Nomads often claim these creatures can sense hidden springs or lingering ley lines. A local magistrate might offer a handsome reward for a live specimen to serve as a courtly curiosity, unaware that the almiraj’s mournful whistling in captivity is said to act as a beacon, drawing the protective wrath of the very fey spirits that first birthed them.

Innate Traits

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

Skittish. The almiraj can take the Disengage or Hide action as a Bonus Action on each of its turns.

Actions

Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Alert Squeak. The almiraj emits a high-pitched cry. Each almiraj within 60 feet that can hear the squeak can use its reaction to move up to half its speed without provoking opportunity attacks.