Al-mi'raj Level 20
One-horned rabbit

59 Hit Points

Energy10Movement10Presence10

Initiative: d20 Speed: 30


  • Guard 24
  • Toughness 24
  • Resolve 30

When you move from a space adjacent to an enemy to another space not adjacent to that enemy, the enemy does not get the usual opportunity attack.

You are immune to damage and harmful effects from the chosen energy type.

Whenever a damaging attack exceeds the target's defense by 1 or more, you may automatically inflict that bane. When making a bane attack to inflict the chosen bane, you gain advantage 3 on the bane attack roll.


  • Energy (+4d8) vs Guard — max 75' range
  • Movement (+4d8) vs Guard — max 75' range

 

  • Blinded (Resist ends (Fail x 3 = 1 minute))
    • Energy (+4d8) vs. Guard
  • Deafened (Resist ends (Fail x 3 = 1 minute))
    • Energy (+4d8) vs. Toughness
  • Demoralized (Resist (minor) ends (Fail x 3 = 1 minute))
    • Energy (+4d8) vs. Resolve at PL 8
    • Presence (+4d8) vs. Resolve at PL 8
  • Disarmed (Instantaneous)
    • Energy (+4d8) vs. Guard at PL 6
    • Movement (+4d8) vs. Guard at PL 6
  • Forced Move (Instantaneous)
    • Energy (+4d8) vs. Guard at PL 8
    • Movement (+4d8) vs. Guard at PL 8
  • Immobile (Resist ends (special) (Fail x 3 = 1 minute))
    • Energy (+4d8) vs. Toughness
    • Movement (+4d8) vs. Guard
  • Knockdown (Instantaneous)
    • Energy (+4d8) vs. Guard
    • Movement (+4d8) vs. Guard
  • Persistent Damage (Resist ends (Fail x 3 = 1 minute))
    • Energy (+4d8) vs. Guard at PL 9
  • Provoked (Resist (minor) ends (Fail x 3 = 1 minute))
    • Energy (+4d8) vs. Resolve at PL 9
    • Presence (+4d8) vs. Resolve at PL 9
  • Slowed (Resist ends (Fail x 3 = 1 minute))
    • Energy (+4d8) vs. Guard
    • Movement (+4d8) vs. Guard
  • Stunned (Resist ends (Fail x 3 = 1 minute))
    • Energy (+4d8) vs. Toughness

  • Absorb Object
    • Movement (+4d8)
  • Aura
    • Energy (+4d8) up to PL 8
    • Movement (+4d8) up to PL 8
    • Presence (+4d8) up to PL 8
  • Barrier
    • Energy (+4d8) up to PL 9
  • Bolster
    • Presence (+4d8) up to PL 8
  • Flight
    • Movement (+4d8) up to PL 8
  • Haste
    • Movement (+4d8) up to PL 8
  • Heal
    • Presence (+4d8) up to PL 9
  • Light
    • Energy (+4d8) up to PL 9
  • Resistance
    • Energy (+4d8) up to PL 9
    • Movement (+4d8) up to PL 9
  • Summon Creature
    • Energy (+4d8) up to PL 9
  • Telekinesis
    • Movement (+4d8) up to PL 9
  • Teleport
    • Movement (+4d8) up to PL 9

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Legendary creature names and descriptions sourced from Wikipedia.