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Al-mi’raj (3PP)

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

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 Dex, +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

Str 6, Dex 17, Con 12, Int 5, Wis 12, Cha 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

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.

Section 15: Copyright Notice

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.