AZER

 

Medium Outsider (Extraplanar, Fire)

Hit Dice:

2d8+2 (11 hp)

Initiative:

+1

Speed:

20 ft. in scale mail (4 squares); base speed 30 ft.

Armor Class:

23 (+1 Dex, +6 natural, +4 scale mail, +2 heavy

shield), touch 11, flat-footed 22

 

Base Attack/Grapple:

+2/+3

Attack:

Warhammer +3 melee (1d8+1/x3 plus 1 fire) or shortspear +3 ranged (1d6+1 plus 1 fire)

Full Attack:

Warhammer +3 melee (1d8+1/x3 plus 1 fire) or shortspear +3 ranged (1d6+1 plus 1 fire)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Heat

Special Qualities:

Darkvision 60 ft., immunity to fire, spell resistance 13, vulnerability to cold

Saves:

Fort +4, Ref +4, Will +4

Abilities:

Str 13, Dex 13, Con 13, Int 12, Wis 12, Cha 9

Skills:

Appraise +6, Climb +0, Craft (any two) +6, Hide +0, Jump –6, Listen +6, Search +6, Spot +6

Feats:

Power Attack

Environment:

Elemental Plane of Fire

Organization:

Solitary, pair, team (3–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or clan (30–100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, and 3 7th-level captains)

Challenge Rating:

2

Treasure:

Standard coins; double goods (nonflammables only); standard items (nonflammables only)

Alignment:

Always lawful neutral

Advancement:

By character class

Level Adjustment:

+4

Azers are dwarflike beings native to the Elemental Plane of Fire. They wear kilts of brass, bronze, or copper, and speak Ignan and Common.

COMBAT

Azers use broad-headed spears or well-crafted hammers in combat. When unarmed, they attempt to grapple foes.

Although unfriendly and taciturn, azers rarely provoke a fight except to relieve a foe of gems, which they love. If threatened, they fight to the death, but they see the value of taking prisoners themselves.

Heat (Ex): An azer’s body is intensely hot, so its unarmed attacks deal extra fire damage. Its metallic weapons also conduct this heat.

AZERS AS CHARACTERS

Azer characters possess the following racial traits.