Al-Mi'raj (5e Creature)

Al-Mi'raj

Small beast, unaligned


Armor Class 12
Hit Points 7 (2d6)
Speed 40 ft., burrow 15 ft.


STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 10 (+0) 3 (-4) 13 (+1) 7 (-2)

Skills Perception +3
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages
Challenge 1/4 (50 XP)


Charge. If the al-mi'raj moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 2 (1d4) piercing damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Magic Resistance. The al-mi'raj has advantage on saving throws against spells and other magical effects.

ACTIONS

Horn. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Teleport. The al-mi'raj magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see.


Al-mi'raj resemble rabbits, but they possess large, spiralling horns on their foreheads, much like those of unicorns. Most al-mi'raj have yellow fur, though many other colourations are known to exist. They are also noted for their incredible aggression, as an al-mi'raj that feels threatened will charge at anything and attempt to stab it with its horn.

Variant: Psionic Al-Mi'raj

Some al-mi'raj have limited psionic abilities. Such an al-mi'raj has the following trait.
Innate Spellcasting (Psionics). The al-mi'raj's spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: mage hand (the hand is invisible), produce flame
3/day: levitate (self only)

Note: A mythical Arabian creature, first adapted for 1st edition Advanced Dungeons and Dragons Fiend Folio.


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