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AlmirajCreature 1

Source Pathfinder #157: Devil at the Dreaming Palace
Perception +8 (darkvision, scent (imprecise) 30 feet)
Languages Sylvan, (can't Speak Any Language)
Skills Acrobatics +7, Occultism +7, Stealth +7, Survival +5
Str +2, Dex +4, Con +1, Int -3, Wis +2, Cha +3

AC 16; Fort +6; Reflex +11; Will +5; -2 status to saves vs. occult
HP 20
Speed 20 feet (burrow 10 feet)

Horn One Action +9 (+4, -1) to hit (finesse, magical) 1d6+2 Piercing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Magic Susceptibility

An almiraj takes a -2 status penalty to saving throws against occult spells.

Any beneficial occult spells with a duration of 1 round or longer cast on the almiraj last twice as long.

Magic Horn

Any living creature slain by the almiraj's horn Strike immediately becomes Petrified with no saving throw, in addition to dying.

A severed almiraj horn retains a wisp of its former magic; in combat, the horn can be wielded as a +1 dagger or, if affixed to a shaft, a +1 spear



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.