Ashrin

Level 9
Creature· chaoticUniqueMediumLegacy
AC 27
HP 155
Speed 25 ft.
Fort +17
Ref +19
Will +15
Perc +15
Size Medium
Unique
Immunities confused, controlled
Resistances fire 5, mental 9, poison 5
Weaknesses cold iron 10, holy 10
Languages aklo, alghollthu, chthonian, dwarven, munavri, sakvroth
Senses darkvision
Skills crafting +21, acrobatics +19, athletics +19, thievery +19, survival +17, religion +15
Recall Knowledge religion or society DC 36

Attacks

Melee Dagger +20/+16/+12(agile, finesse, versatile B)
Damage: 2d4+4 piercing
Melee Dagger +20/+16/+12(agile, magical, thrown 10 ft., versatile B)
Damage: 2d4+4 piercing
Melee Moderate Alchemist's Fire +20/+15/+10(bomb, consumable, splash)
Damage: 2d8 fire + 2 persistent fire + 2 splash fire
Melee Moderate Sulfur Bomb +20/+15/+10(bomb, consumable, olfactory, splash)
Damage: 2d4 acid + 2 splash acid

Abilities

Telepathy 30 feet (Munavris Only)interaction(aura, magical, mental)

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.

Infused Itemsinteraction

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)

Demon Toucheddefensive

Ashrin is a puppet of the demon Kaivirris. He's harmed by spirit damage as if he were a fiend.

Light Blindnessdefensive

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.

Fiendish Infusionoffensive(concentrate, manipulate)

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.

Intuit Object◆◆offensive(concentrate, occult)

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.

Traits