Ashrin

Level 9
Creature· chaoticUniqueMediumLegacy
AC
27
HP
155
Speed
25 ft.
Perception
+15
Fort
+17
Ref
+19
Will
+15
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 DC 36 (religion, society)

Attacks

Melee Dagger +20 (agile, finesse, versatile-b), Damage 2d4+4 piercing
Melee Dagger +20 (agile, magical, thrown 10 ft., versatile-b), Damage 2d4+4 piercing
Melee Moderate Alchemist's Fire +20 (bomb, consumable, splash), Damage 2d8 fire plus 2 fire plus 2 fire
Melee Moderate Sulfur Bomb +20 (bomb, consumable, olfactory, splash), Damage 2d4 acid plus 2 acid

Abilities

Telepathy 30 feet (Munavris Only)interaction
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 Touched

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

Light Blindness
Fiendish Infusion

Requirements Ashrin has a free hand


Effect 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◆◆

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