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Almiraj

Creature 1 (uncommon) — beast

Pre-Remaster content. May include legacy alignment.

Source: agents-of-edgewatch-bestiary (Pre-Remaster)

Perception +8
Skills acrobatics +7, occultism +7, stealth +7, survival +5
Str
+2
Dex
+4
Con
+1
Int
-3
Wis
+2
Cha
+3
AC 16 Fort +6 Ref +11 Will +5
HP 20
Speed 20 feet, burrow 10 feet

Offense

Melee Horn +9, Damage 1d6+2 piercing

Abilities

Magic Susceptibility — 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 Horn — 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

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