Munsahir Trooper

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

Attacks

Melee Warhammer +14/+9/+4(shove)
Damage: 1d8+9 bludgeoning
Ranged Dueling Pistol +12/+7/+2 (range 60 ft.)(concealable, concussive, fatal d10, reload 1 ft.)
Damage: 1d6+6 piercing

Abilities

Attack of Opportunitydefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Heat of the Forgedefensive(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 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-Destructdefensive

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).

Burning Touchoffensive(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.

Volcanic Hammer◆◆offensive

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

Description

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.