Almiraj

Almiraj

This oversized rabbit has a single long, pearlescent horn protruding from its crown.

Almiraj CR 1

XP 400
N Small magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +4

AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +5, Will +0; –2 vs. witch hexes

Speed 30 ft., burrow 10 ft.
Melee +1 gore +6 (2d4–1)
Special Attacks magic horn

Str 6, Dex 15, Con 12, Int 5, Wis 11, Cha 6
Base Atk +2; CMB –1; CMD 11 (15 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +6 (+14 when jumping), Perception +4, Stealth +14; Racial Modifiers +8 Acrobatics when jumping, +4 Perception, +4 Stealth
Languages Sylvan (can’t speak)
SQ hex-prone

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%.

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.

Environment temperate hills, plains, or forests
Organization solitary
Treasure incidental (magic horn)

Almirajes are fiercely territorial, although they flee if unable to fight on their terms, only to return later to defend their territory. They demonstrate their territorial claims to others of their kind with acrobatic displays and mock horn battles rather than fighting in earnest. Other intruders are met with aggressive posturing and warning calls, though almirajes prefer not to fight. If an interloper refuses to withdraw, however, the almiraj will fight to the death to defend its claim.

It’s unclear how almirajes reproduce, since females are rare and the creatures are always encountered alone. Records indicate that they live for 40 to 60 years and some communities are able to build respectful, if wary, relationships with them.

Familiar

Almirajes are particularly popular with witches as familiars. Spellcasters of any alignment with the Improved Familiar feat can gain an almiraj as a familiar at 5th level.

Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.