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Munsahir

Creature 2 — elemental, fire, humanoid

Munsahirs are an elemental people living on the Plane of Fire, often crudely described by mortals as brassy dwarves. They have stout, wide bodies with broad shoulders, shining metallic skin, and heads wreathed in flame. Munsahir society is organized into traditional roles inherited along their familial lines, and a munsahir's role is indicated clearly by the metals they wear in their armored kilts. Their culture focuses on tradition and history, placing high value on obedience and conformity wi

Source: pathfinder-monster-core-2

Perception +8
Skills athletics +7, crafting +10, intimidation +4
Str
+3
Dex
+1
Con
+4
Int
+2
Wis
+2
Cha
+0
AC 17 Fort +10 Ref +5 Will +8
HP 40
Immunities fire
Weaknesses cold 4
Speed 20 feet

Offense

Melee Warhammer +9, Damage 1d8+3 bludgeoning
Melee Light Hammer +9, Damage 1d6+3 bludgeoning
Ranged Light Hammer +7, Damage 1d6+3 bludgeoning

Abilities

Heat of the Forge (aura, fire) — 10 feet. A munsahir's skin radiates heat like forge fire. A creature that starts its turn in the area must succeed at a DC 16 Fortitude save or become Fatigued while it remains in the area. Creatures immune to environmental heat effects or with any fire resistance are immune.
Burning Touch (fire, primal) — The munsahir's Strikes deal an extra 1d6 fire damage (included above). When the munsahir successfully performs a Grapple, Reposition, or Shove, they also deal 1d6 fire damage to their target.
Scorch (fire, primal) —

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