Ashrin
Creature 9 (unique) — humanoid, munavri, unholy
Pre-Remaster content. May include legacy alignment.
Source: sky-kings-tomb-bestiary (Pre-Remaster)
Perception +15
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
Ref +19
Will +15
HP 155
Immunities confused, controlled
Resistances fire 5, mental 9, poison 5
Weaknesses cold-iron 10, holy 10
Speed 25 feet
Offense
Melee Dagger +20, Damage 2d4+4 piercing
Ranged Dagger +20, Damage 2d4+4 piercing
Melee Moderate Alchemist's Fire +20, Damage 2d8 fire plus 2 fire plus 2 fire
Melee Moderate Sulfur Bomb +20, Damage 2d4 acid plus 2 acid
Abilities
Telepathy 30 feet (Munavris Only) (aura, magical, mental) — Telepathy
Infused Items — Ashrin carries the following infused items, which last for 24 hours or until the next time he makes his daily preparations: (6), (2), (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 — Light Blindness
Fiendish Infusion (concentrate, manipulate) —
Intuit Object (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.
Run Ashrin in the encounter builder — free, no install.
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