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
Horn. Melee Weapon Attack: +3 to hit. Hit: 5 (1d4 + 3) piercing damage.
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.
You can increase the damage for each additional stamina die expended.