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Munsahir Gatecrasher

Creature 4 — elemental, fire, humanoid

Pre-Remaster content. May include legacy alignment.

CrasherAnvilLANDelementalfire

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 (Pre-Remaster)

Perception +11; darkvision
Languages common, pyric
Skills athletics +10, crafting +12, Plane of Fire Lore +10
Str
+2
Dex
+0
Con
+4
Int
+4
Wis
+3
Cha
-1
Items Gatecrasher Armor
AC 22 Fort +14 Ref +6 Will +11
HP 65
Immunities fire
Weaknesses cold 5
Speed 20 feet

Offense

Melee Hammer Gauntlet (free-hand, shove) +12, Damage 1d12+6 bludgeoning
Ranged Flame Jet (brutal, fire) +12, range increment 20 feet, 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.

WORKS WELL WITH

WeaverLANDThe Weaver repositions enemies into the Crasher's charge lanes, solving the positioning requirement of Blazing Rush's straight-line path.
AnvilLANDThe Anvil holds enemies in a cluster, solving the positioning challenge of aligning multiple targets along a single charge line.
SniperLANDThe Crasher's disruption draws attention and creates openings, solving the priority tension for a Sniper to fire safely.

PUNISHES

✖ clumping✖ standing still✖ melee reliance
Multiple Crashers may congest charge lanes and compete for the same optimal rush path.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Rage of Elements.

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