Munsahir Gatecrasher

Level 4
Creature· elementalMediumRemaster
AC
22
HP
65
Speed
20 ft.
Perception
+11
Fort
+14
Ref
+6
Will
+11
Immunities fire
Weaknesses cold 5
Languages common, pyric
Senses darkvision
Skills crafting +12, athletics +10
Recall Knowledge DC 19 (nature, society)

Attacks

Melee Hammer Gauntlet +12 (free-hand, shove), Damage 1d12+6 bludgeoning
Melee Flame Jet +12 (brutal, fire), Damage 1d6 fire plus 1d6 fire

Abilities

Heat of the Forge

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 area (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 .

Burning Touch

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.