Almiraj DnD 5E Monster

Hello zoologists of all shapes and sizes! Welcome to my spellbook and thank you so much for checking out the first ever episode of our beasts series or monster series depending on how you are looking at it. Today we’re going to be taking a look at the almiraj dnd 5e stats.

This fluffy little bunny of death is considered to be a cr0. So if you defeat it you gain 10xp and it is found in the tomb of annihilation adventure almiraj 5e book. The almiraj is an interesting creature, in 5e it was written to make it seem like it just kind of came from distant lands and was eventually domesticated and in doing so you can have it as a almiraj familiar 5e if your dms allows it.

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But in previous edition it was actually rumour to be created by witches and had a variety of magical effects, the horn could be turned into master dagger for example, they are actually quite vicious in previous editions as well and it was once again illuminated created by their witches which is so cool when you think about it.

I much prefer that version, i think that was 3.5 maybe. In any case let’s get into this fluffy little bunny of death stats here.

Almiraj 5E Stats

  • Type: Small beast, unaligned

So it is considered a small beast and so considered to be unaligned. Which means actually quite large like think halflings kind of sizes they are very large anymore. Large when you’d expect it bunny to be.

  • Armor Class: 13
  • Hit Points: 3 (1d6)
  • Speed: 50 ft.

In any case its AC is 13 which is fair and it only has 3 hit points and thats calculated by just rolling as straight d6. Speed of 50feet which is truly impressive. Now let’s take a look at its actual stats.


  • STR: 2 (-4)
  • DEX: 16 (+3)
  • CON: 10 (+0)
  • INT: 2 (-4)
  • WIS: 14 (+2)
  • CHA: 10 (+0)

Here you will notice it’s dexterity is half the chain and a plus 3 however its strength and intelligence are both minus four but its wisdom is pretty good so. You can imagine what kind of creature is it, it is very quick and great intuition.

  • Skills: Perception +4, Stealth +5
  • Senses: Darkvision 30 ft., Passive Perception 14
  • Languages:
  • Challenge: 0 (10 XP)
  • Keen Senses: The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.

It gains a +4 to perception and +5 to stealth which is amazing. Darkvision up to 30 feet, passive perception of 14. And keen senses it has advantage on perception checks that rely on hearing or sight. Very cool stuff! Now let’s quickly check out its actions here.


  • Horn: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

So you can only make one attack with its horn. It is considered to be a melee weapon attack +5 to hit. reach of five feet, it can only hit one target and deals five piercing damage on a hit and that is calculated by d4 with a +3 modifier obviously dexterity based.

In terms of how i would use this in my games i think it’d be cool to have a game of swords for the party has tasks with trying to capture an almiraj. It’d be one both of skill and stealth because there is no real way that could keep up with this little guy if you using the dash action, that’s a 100 feet movement.

Even a rogue with bonus action, dash and then action dash whenever hard time keeping up with this guy. At least without magical intervention but that’s kind of a salient point. These guys are most commonly found in chaot however because merchants brought them over there. It makes sense that an exhautic merchant would have one and since you can use as a find familiar it also makes sense various wizards will have this one as well.

What Can Almiraj Do?

An almiraj (pronounced AWL-meer-ahj) is a large, timid rabbit with a 1-foot-long spiral horn emerging from its forehead, not unlike the horn of a unicorn. If driven to attack, it tries to spear enemies with its horn.

Almiraj were brought to Chult long ago by merchants of the distant land of Zakhara. Skilled at evading predators, these creatures have flourished throughout the tropical peninsula. They live in earthen burrows and can be captured and domesticated. With the DM’s permission, the find familiar spell can summon an almiraj.


That being said, if you have any ideas, concepts, questions, comments, concerns or stories involving almiraj 5e monster/beast please put it down beneath in the comment section and also tell me how you would include it in your games. That being said, i hope you all have a great day and as always happy studying my friends. Also read tressym 5e stats.

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