Ramag
Medium Humanoid, Neutral
Armor Class 13 (leather armor)
Hit Points 27 (6d8)
Speed walk +30
Challenge 1/4
Skills Arcana +5, Investigation +5
Damage Vulnerabilities False
Damage Resistances False
Damage Immunities False
Condition Immunities False
Senses passive Perception 11
Languages Common
Special Abilities
Magic Resistance. The ramag has advantage on saving throws against spells or other magical effects.
Portal Sense. The ramag can pinpoint the location of planar portals within 100 feet of it and can sense the general direction of planar portals within 1 mile of it. In addition, if the ramag spends 10 minutes studying a portal, it can determine the portal's destination and any requirements to use or activate it.
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Bonus Actions
Portal Traveler (Recharge 5-6). The ramag creates and steps into a small portal and out of an identical portal in a space it can see within 60 feet of it. If a creature is in the destination space, the creature must make a DC 13 Intelligence saving throw. On a failure, the ramag trades spaces with the creature. On a success, the ramag fails to teleport. Whatever the result, the portal disappears.
Source: Tome of Beasts 2023 · OGL/Open