Ashrin
Level 9Attacks
Abilities
A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Ashrin carries the following infused items, which last for 24 hours or until the next time he makes his daily preparations: Alchemist's Fire (Moderate) (6), Elixir of Life (Moderate) (2), Sulfur Bomb (Moderate) (6)
Ashrin is a puppet of the demon Kaivirris. He's harmed by spirit damage as if he were a fiend.
When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.
Requirements Ashrin has a free hand
Ashrin Interacts to draw a bomb, then funnels abyssal energy from Kaivirris into that bomb. Until the end of Ashrin's turn, the bomb deals an extra 3d8 void damage.
Frequency once per day Effect By concentrating their psychic energy on a held object, the munavri intuits its use and understands how to effectively wield it. The munavri chooses one item they're holding. They gain the trained proficiency rank in one statistic required to use that item, but only for the purpose of using that specific item. For example, they could become trained in greatswords (to use a specific greatsword) or Acrobatics (to use a jade cat talisman). This benefit lasts for 1 hour.