Munsahir Trooper

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

Attacks

Melee Warhammer +14 (shove), Damage 1d8+9 bludgeoning
Melee Dueling Pistol +12 (concealable, concussive, fatal-d10, reload 1 ft.), Damage 1d6+6 piercing

Abilities

Attack of Opportunity
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 20 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).

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.

Volcanic Hammer◆◆

The trooper makes a warhammer Strike that deals one extra weapon die of damage and 2d6 persistent fire damage.

Highly skilled troopers mostly come from the bronze class.


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.