Almiraj

CREATURE 1

uncommon n small beast 

Perception +8; darkvision, scent (imprecise) 30 feet

Languages Sylvan (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

HP 20

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 [>] horn +9 (finesse, magical), Damage 1d6+2 piercing

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.

AoE1, page 16.

Open Almiraj in the interactive creatures list or browse all creatures starting with A.