Ashrin
CREATURE 9 +15; darkvision
Aklo, Alghollthu, Chthonian, Dwarven, Munavri, Sakvroth; telepathy 30 feet (munavris only)
Acrobatics +19, Athletics +19, Crafting +21, Religion +15, Survival +17, Thievery +19
Str +2, Dex +6, Con +4, Int +6, Wis +0, Cha +0
Alchemist's Fire (Moderate) (Infused) (6), Sulfur Bomb (Moderate) (Infused) (6), Dagger, Alchemist's Lab (Expanded), Formula Book, Demon's Knot, Elixir of Life (Moderate) (Infused) (2)
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)
AC 27; Fort +17, Ref +19, Will +15
HP 155; Immunities confused, controlled; Weaknesses cold iron 10, holy 10; Resistances fire 5, mental 9, poison 5
Demon Touched
Ashrin is a puppet of the demon Kaivirris. He's harmed by spirit damage as if he were a fiend.
Light Blindness
25 feet
Melee Dagger +20 (agile, finesse, versatile b), Damage 2d4+4 piercing
Melee Dagger +20 (agile, magical, thrown 10, 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
Fiendish Infusion (concentrate, manipulate)
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 (concentrate, occult)
once per day
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.
Pathfinder #195: Heavy is the CrownOGL