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Almiraj

This creature did not include a description.

Recall Knowledge - Beast (Arcana, Nature): DC 17
Unspecific Lore: DC 15
Specific Lore: DC 12

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak AlmirajCreature 0

Legacy Content

Uncommon N Small Beast 
Source Pathfinder #157: Devil at the Dreaming Palace pg. 16
Perception +8; darkvision, scent (imprecise) 30 feet
Languages Sylvan; (can't speak any language)
Skills Acrobatics +5, Occultism +5, Stealth +5, Survival +3
Str +2, Dex +4, Con +1, Int -3, Wis +2, Cha +3
AC 14; Fort +4, Ref +9, Will +3; –2 status penalty vs. occult spells
HP 10
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.
Speed 20 feet, burrow 10 feet
Melee [one-action] horn +7 [+2/-3] (finesse, magical), Damage 1d6-2+2 piercingMagic 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.