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Almiraj

Creature 1 (uncommon) — beast

Pre-Remaster content. May include legacy alignment.

ShadeFlankerLANDSUBTERRANEANbeastmagical

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

Perception +8; darkvision, scent (imprecise) 30 feet
Languages fey; (can't speak any language)
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 -2 status to saves vs. occult
HP 20
Speed 20 feet, burrow 10 feet

Offense

Melee Horn (finesse, magical, unarmed) +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

WORKS WELL WITH

AnvilLANDA durable line-holder keeps the front stable while this ambusher burrows around to pick off stragglers.
CrasherLANDA heavy striker forces the party to commit resources, creating the weakened targets this ambusher can finish.
SnareLANDA controller keeps foes bunched near the surface long enough for a burrowing ambush to land cleanly.

PUNISHES

✖ isolated targets✖ overextension✖ low Hit Point reserves
Avoid pairing with another burrow-reliant ambusher in terrain without soft ground; the tactic depends on burrowable earth.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #157: Devil at the Dreaming Palace.

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