Azer

Medium Outsider (Extraplanar, Fire) — CR 2

Monster Manual v.3.5 (MM), p. 213.5
Hit Dice
2d8+2 (11 hp)
Initiative
+1
Speed
Land 20 ft, in scale mail; base 30 ft.
Armor Class
23, touch 11, flat-footed 22
Base Attack / Grapple
+2/+3
Attack
Warhammer +3 melee (1d8+1/x3 plus 1 fire)
Full Attack
Warhammer +3 melee (1d8+1/x3 plus 1 fire)
STR
13
DEX
13
CON
13
INT
12
WIS
12
CHA
9
Fort / Ref / Will
+4 / +4 / +10
Challenge Rating
2
Alignment
Always Lawful-Neutral
Organization
Solitary, pair, team (3–4), squad (11–20)
Treasure
Standard coins; double goods (nonflammables only); standard items (nonflammables only)
Environment
Elemental Plane of Fire
Level Adjustment
+4
Spell Resistance
13

Special Abilities

HeatDarkvisionImmunity to FireSpell ResistanceVulnerability to Cold

Feats

The creature resembles a dwarf with hair of fire and a beard of flames. It has brass-colored skin and appears to have been forged from fire and metal.

Description

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.