13
3 (1d6)
walk 50 ft.
Perception +4, Stealth +5
darkvision 30 ft.
0
The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.
With the DM's permission, a character who casts the 'Find Familiar' spell can choose to summon an almiraj.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.