Munsahir Gatecrasher
Creature 4 — elemental, fire, humanoid
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 spe
Source: rage-of-elements-bestiary
Perception +11
Skills athletics +10, crafting +12
Str
+2
Dex
+0
Con
+4
Int
+4
Wis
+3
Cha
-1
AC 22
Fort +14
Ref +6
Will +11
HP 65
Immunities fire
Weaknesses cold 5
Speed 20 feet
Offense
Melee Hammer Gauntlet +12, Damage 1d12+6 bludgeoning
Ranged Flame Jet +12, Damage 1d6 fire plus 1d6 fire
Abilities
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 — 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.
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