Almiraj

Level 1
Creature· beastUncommonSmallLegacy
AC 16
HP 20
Speed 20 ft.
Fort +6
Ref +11
Will +5
Perc +8
Size Small
Uncommon
Languages fey
Senses darkvision, scent 30 ft. (imprecise)
Speeds 20 ft., burrow 10 ft.
Skills acrobatics +7, occultism +7, stealth +7, survival +5
Recall Knowledge nature DC 17

Attacks

Melee Horn +9/+4/-1(finesse, magical, unarmed)
Damage: 1d6+2 piercing

Abilities

Magic Susceptibilityinteraction

An almiraj takes a -2 status penalty to saving throws against occult spells. Any beneficial occult spells with a duration of 1 round or longer cast on the almiraj last twice as long.

Magic Hornoffensive

Any living creature slain by the almiraj's horn Strike immediately becomes Petrified with no saving throw, in addition to dying. A severed almiraj horn retains a wisp of its former magic; in combat, the horn can be wielded as a +1 Dagger or, if affixed to a shaft, a +1 Spear

Traits