Al-mi’raj
Small Beast
Hit Dice: 1d10 (5 hp)
Initiative: +3 (Dex)
Speed: 45 ft.
AC: 15 (+1 size, +3 Dex, +1 natural)
Attacks: 1 horn +0 melee
Damage: Horn 1d4-2
Face/Reach: 5 ft. / 5 ft.
Special Qualities: Scent, darkvision 60 ft., low-light vision
Saves: Fort +2, Ref +5, Will +0
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 10, Cha 5
Skills: Listen +2, Spot +2
Climate/Terrain: Temperate plains and forests
Organization: Solitary, pair, or cluster (3-20)
Challenge Rating: ½ 
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Medium-size), 3 HD (Large) 
The al-mi’raj is a minor predator that lives in many temperate regions of the world.  It’s unpredictability and apparent harmlessness makes it especially dangerous in large numbers.
The creature resembles a three foot long golden hare with a long, black horn that usually measures from 1½  to 2 feet in length.  The horn juts from the forehead of the al-mi’raj not unlike the horn of a unicorn.
It’s intellect is severely limited and it’s behavior unpredictable – in fact, al-mi’raj have been known to attack adventurers for no apparent reason whatsoever.  However, if captured young, an al-mi’raj takes to training rather well.  A young al-mi’raj can sell for as much as 1000 gp on the open market.
COMBAT
An al-mi’raj attacks with its black horn, being quite nimble in its thrusts and parries.  Between this and the creature’s heightened senses of sight and smell, they can be very tenacious and annoying opponents indeed.
Skills:  Al-mi’raj gain a +4 racial bonus to all Listen and Spot checks.
Converted by D. West Robbins (sigilgames@yahoo.com)