Size:
Small
Type:
Magical Beast
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 6 + 1d4
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: brute
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
+1 gore
1 gore +6 (2d4-1)

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Magic Horn
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 weapon if used to create a magical dagger or similar small piercing weapon.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Weapon Finesse
Action
Melee 1
+1 gore +6 (2d4-1)
Special
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%.
Special
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.