Almiraj
Small beast, unaligned
- Armor Class 13
- Hit Points 7 (2d4 + 2)
- Speed 50 ft.
STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 10 (+0) 4 (-3) 14 (+2) 10 (+0)
- Skills Medicine +2, Perception +4, Stealth +5
- Senses Darkvision 30 ft., Passive Perception 14
- Languages none
- Challenge 1 (200 XP)
Keen Senses. The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Planar Circle. The almiraj is always under the effects of Protection from Evil and Good.
Celestial Conduit. Whenever the almiraj is the target of healing magic, it can redirect some of the healing to any creature it can see within 60 ft. The almiraj and its target each regain hit points equal to half the original total.
Actions
Horn. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Teleport (Recharge 4-6). The almiraj magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it knows about. Before or after teleporting, the almiraj can use one of its other actions.
Reactions
Protection. When a creature the almiraj can see attacks a target within 5 feet of the almiraj, the almiraj can use its reaction to pass its Planar Circle trait to the target. This effect lasts until the beginning of the almiraj's next turn. The almiraj can use this ability a number of times per day equal to its Wisdom modifier.