Kryx RPGThemes
Almiraj

Almiraj

Small animal
Challenge
0

STR
−4
DEX
3
CON
0
INT
−4
WIS
2
CHA
0

7
2d6
15
Fort
+0
Ref
+0
Will
+2

Speed 8 m.
Skills Insight +2 (13), Perception +2 (13), Stealth +3 (14)
Senses darkvision 5 m.

Keen Senses. The almiraj has advantage on Perception checks that rely on sight, hearing, or smell.

Maneuvers. The almiraj uses maneuvers (maneuver save Difficulty 12). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:

1 stamina die: scurry, spring attack

Actions (1)

Horn. Melee Weapon Attack: +3 to hit. Hit: 5 (1d4 + 3) piercing damage.

Forest, Grasslandtoa

Maneuvers

As an action, you can use the Disengage action and the Dash action.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.