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AshrinCreature 9


UniqueMediumChaoticEvilHumanoidMunavriUnholy
Source Pathfinder #195: Heavy is the Crown
Perception +15 (darkvision)
Languages Aklo, Alghollthu, Chthonian, Dwarven, Munavri, Sakvroth, Telepathy 30 Feet (munavris Only)
Skills Acrobatics +19, Athletics +19, Crafting +21, Religion +15, Survival +17, Thievery +19
Str +2, Dex +6, Con +4, Int +6, Wis +0, Cha +0

AC 27; Fort +17; Reflex +19; Will +15;
HP 155
Speed 25 feet
Immunities confused, controlled
Weaknesses Cold Iron 10, Holy 10
Resistances Fire 5, Mental 9, Poison 5

Dagger One Action +20 (+16, +12) to hit (agile, finesse, versatile b) 2d4+4 Piercing
Dagger One Action +20 (+16, +12) to hit (agile, magical, thrown 10, versatile b) 2d4+4 Piercing
Moderate Alchemist's Fire One Action +20 (+15, +10) to hit (bomb, consumable, splash) 2d8 Fire + 2 Fire + 2 Fire
Moderate Sulfur Bomb One Action +20 (+15, +10) to hit (bomb, consumable, olfactory, splash) 2d4 Acid + 2 Acid

Telepathy 30 feet (Munavris Only) (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 Items

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

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 Infusion One Action (concentrate, manipulate)

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 Two Actions (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

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Munavri

Amicable humanoids living in the Darklands, munavris have powerful telekinetic and psychic abilities.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.