Al-Mi'raj (5e Creature)
Al-Mi'raj
Small beast, unaligned Armor Class 12
Skills Perception +3 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. ACTIONSHorn. 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'rajSome al-mi'raj have limited psionic abilities. Such an al-mi'raj has the following trait. At will: mage hand (the hand is invisible), produce flame Note: A mythical Arabian creature, first adapted for 1st edition Advanced Dungeons and Dragons Fiend Folio. |
Back to Main Page → 5e Homebrew → 5e Creatures