Azer
Medium Outsider (Extraplanar, Fire) — CR 2
- 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
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.