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Al-mi’raj (Almiraj)

Al-mi'raj (Almiraj)
Image (midjourney.com)

The Al-mi’raj is a fantastical creature resembling a rabbit, but with a single, spiraling horn on its head, making it look like a bizarre fusion of a unicorn and a fluffy bunny. It is relatively small, measuring around 2 feet in length and weighing about 5 pounds. The creature’s fur is soft and pure white, giving it an innocent appearance.

Its most distinctive feature, the horn, is approximately 18 inches long and razor-sharp. The horn is vibrant and colorful, resembling a gemstone, and it’s said to have magical properties.

This small, elusive creature is known for its speed and agility, making it challenging to spot in the wild. Despite its cute and harmless appearance, the Al-mi’raj is a fierce and territorial beast, fiercely protecting its territory and the treasures it guards. Legends suggest that its horn can pierce through almost anything, and its quick movements make it a formidable opponent.

In some cultures, the Al-mi’raj is considered a symbol of good luck, while in others, it’s a creature to be feared and avoided due to its aggressive nature. Its horn is believed to possess potent magic, and many adventurers seek it for its supposed mystical properties.


  • Al-mi’raj 5e
  • Al-mi’raj (Almiraj) Pathfinder
Al-mi'raj (Almiraj)
Image (midjourney.com)

Small beast, neutral


Armor Class 14 (natural armor)
Hit Points 22 (5d6 + 5)
Speed 60 ft., burrow 10 ft.


STRDEXCONINTWISCHA
6 (-2)18 (+4)12 (+1)2 (-4)14 (+2)3 (-4)

Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages understands Sylvan but can’t speak


Challenge 1 (200 XP)


Keen Smell. The Al-mi’raj has advantage on Wisdom (Perception) checks that rely on smell.

Multiattack. The Al-mi’raj makes one attack with its horn and one with its bite.

Horn Thrust. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage.

Magical Horn. The Al-mi’raj’s horn is a magical weapon. When it hits a creature, it deals an extra 4 (1d8) radiant damage (included in the attack). Additionally, the Al-mi’raj can cast Cure Wounds (spell save DC 12) once per day, using its horn as a focus.


Actions

Blink (Recharge 4-6). 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. It can choose to bring a willing creature it is touching along with it.


Reactions

Retaliation. When a creature hits the Al-mi’raj with an attack, the Al-mi’raj can use its reaction to make a Horn Thrust against the attacking creature.

Al-mi'raj, By Zakariya ibn Muhammad Qazwini - The Wonders of Creation (Bavarian Copy), CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=70428985
By Zakariya ibn Muhammad Qazwini – The Wonders of Creation (Bavarian Copy), CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=70428985

This creature looks like a large rabbit with a unicorn-like horn protruding from its head.

Source: Pathfinder d20pfsrd.com

The al-mi’raj is a dangerous creature with long white, pink, yellow, or light green fur. Its horn is golden or black in color. Because of the al-mi’raj’s interdimensional travel abilities, sages often refer to them as ‘blink bunnies.’

Al-mi’raj react to threats much differently than their normal rabbit cousins. When danger is nearby, the al-mi’raj becomes aggressive and moves to attack. In combat, the al-mi’raj stabs with its horn.


Al-mi’raj CR 1/2
XP 200

N Small magical beast

Init +3; Senses Darkvision 60 ft., Low-Light Vision, Scent; Perception +5
DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dexterity, +1 size)

hp 6 (1d10+1)

Fort +3; Ref +5; Will +1

Defensive Abilities Blink ; Immune poison; SR 11
OFFENSE
Speed 40 ft.

Melee gore +5 (1d4-2)
STATISTICS
Strength 6, Dexterity 17, Constitution 12, Intelligence 5, Wisdom 12, Charisma 6

Base Atk +1; CMB -2; CMD 11 (15 vs. trip)

Feats Weapon Finesse

Skills Perception +5, Stealth +11, Survival +1 (+5 when tracking by Scent); Racial Modifiers +4 Perception, +4 Survival when tracking by Scent

SQ dimension door
SPECIAL ABILITIES
Blink (Su)

Al-mi’raj can blink as a free action.

Dimension door (Su)

An al-mi’raj can create an effect identical to a dimension door spell once per round as a standard action. The ability affects only the al-mi’raj, which never appears within a solid object and can act immediately after teleporting.

ECOLOGY
Environment temperate plains

Organization solitary or warren (2-20)

Treasure none

Section 15: Copyright Notice – Tome of Horrors Complete

Al-mi’raj from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Roger Musson.

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