Page 212 - Tomb of Annihilation
P. 212
ALOAN I
ALMIRAJ
Aldani Bribes. If disturbed, aldani try to frighten
intruders away without killing them. When confronted
by creatures who aren't easily startled, they offer bribes
in exchange for being left alone. These bribes take the
form of treasures that the aldani collect from the bot-
toms of rivers and lakes.
Cursed by Ubtao. The aldani are the monstrous de-
scendants of Chultan humans belonging to the Aldani
tribe. The fishers of the tribe trapped the lobsters of ALM I RAJ
the rivers by the thousands, until no lobsters remained. Small beast, unaligned
Their greed made Ubtao angry, and he cursed the fish-
ers by transforming them into lobsterfolk. The fishers Armor Class 13
accepted their punishment and embraced their new ex- Hit Points 3 (l d6)
Speed 50 ft. •
istence. However, they were scorned by other members
of their tribe and forced to take refuge in the rivers they
STR DEX CON INT WIS CHA
had once plundered. Although the Aldani tribe went ex- 2 (-4) 16 (+3) 10 (+O) 2 (- 4) 14 (+2)
tinct, the lobsterfolk remain to this day. 10 (+OJ
Skills Perception +4, Stealth +S
ALM I RAJ Senses darkvision 30 ft., passive Perception 14
An almiraj (pronounced AWL-meer-ahj) is a large, timid languages-
rabbit with a 1-foot-long spiral horn emerging from its Challenge O (1 0 XP)
forehead, not unlike the horn of a unicorn. If driven to
attack, it tries to spear enemies with its horn. Keen Senses. The almiraj has advantage on Wisdom
• I
Almiraj were brought to Chult long ago by merchants (Perception) checks that rely on hearing or sight. .,
of the distant land of Zakhara. Skilled at evading pred-
ators, these creatures have flourished throughout the ACTIONS
tropical peninsula. They live in earthen burrows and Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
can be captured and domesticated. With the DM's per- Hit: 5 (ld4 + 3) piercing damage.
mission, the find familiar spell can summon an almiraj.
APPE.NDIX D MONSTERS AND NPCS
2Il

