Size:
Small
Type:
Magical Beast
Form:
Temper:
# App:
± solitary
Lair:
Diet:
Combat Dice:
0
Hit Points:
6 + 1d4
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
brute
Ground:
± 30 ft.
Climb/Arboreal:
± 20 ft.
Flight:
± 30 ft. (perfect)
Swim:
± 60 ft.
Benthic:
Burrow:
± 10 ft.
Ethereal:
Actions/Abilities/Traits: Pathfinder 1e
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.
Action
Feat 1
Weapon Finesse
Action
Melee 1
+1 gore +6 (2d4-1)
Treasure
incidental (magic horn)
Environments
temperate hills, plains, or forests
Actions/Abilities/Traits: Pathfinder 1e