Almiraj

Type: Magical Beast

Senses: Darkvision 60’, Low-light Vision, Scent

HD: 2d10

Saves: Fort +3, Ref +3, Will +0

Weaknesses: Hex-prone

Speed: burrow -20’ (-10’)

Attacks: gore (2d4)

Special Attacks: magic horn

Abilities: Dex +2, Con +1

BAB: +2

Skills: [2 + Int] Acrobatics, Climb, Fly, Perception, Stealth, Swim

Racial Modifiers +8 Acrobatics when jumping, +4 Perception, +4 Stealth

Languages: sylvan

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.

Templates

Almiraj

Broken World CEPendragon