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Munsahir GatecrasherCreature 4


MediumElementalFireHumanoid
Source Pathfinder Rage of Elements
Perception +11 (darkvision)
Languages Common, Pyric
Skills Lore +10, Athletics +10, Crafting +12
Str +2, Dex +0, Con +4, Int +4, Wis +3, Cha -1

AC 22; Fort +14; Reflex +6; Will +11;
HP 65
Speed 20 feet
Immunities fire
Weaknesses Cold 5

Hammer Gauntlet One Action +12 (+7, +2) to hit (free hand, shove) 1d12+6 Bludgeoning
Flame Jet One Action +12 (+7, +2) to hit (brutal, fire) 1d6 Fire + 1d6 Fire

Heat of the Forge (aura, fire)

10 feet. An munsahir's skin radiates heat like a forge's fire. A creature that starts its turn in the area must succeed at a DC 19 fortitude save or become Fatigued while it remains in the area. Creatures immune to environmental heat effects or with any fire resistance are immune.

Self-Destruct

When the munsahir is reduced to 0 HP, their armor explodes at the start of their next turn, dealing 5d6 fire damage in a 10-foot emanation (DC 19 reflex).

Blazing Rush Two Actions

The gatecrasher Strides up to double their Speed in a straight line. They can pass through enemy spaces and make a hammer gauntlet Strike against each creature they move through. Blazing Rush can't be used again for 1d4 rounds.

Burning Touch (fire, primal)

The munsahir gatecrasher's Strikes deal an extra 1d6 fire damage (included above). When the gatecrasher successfully performs a Grapple or Shove action, they also deal 1d6 fire damage to their target.


Typically members of the nobility, gatecrashers wear advanced power armor.


Munsahirs build militaristic, traditional societies.

Munsahir Hierarchy

The three strata of munsahir society can be observed in the kilts worn by all members. Nobles, the unimpeachable rulers, wear elaborate brass kilts. In the middle of society are businesspeople and traders bedecked in bronze. Raw copper adorns those in the working class, who do most of the building and hard labor for munsahir society. Officially speaking, there is no class mobility; horrible crimes might cause a brass noble to be sent to prison but can't cause them to lose their station.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Fire

Effects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.

Humanoid

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