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Size & Type (subtype):Medium-Size Outsider (Fire, Lawful)Hit Dice:2d8+2 (11)
Initiative:   +1 (Dex)   Speed:   30 ft.  
Armor Class:   19 (+1 Dex, +6 natural, +2 large shield)   Attacks:   Warhammer +3 melee; or halfspear +3 ranged  
Damage:   Warhammer 1d8+1 and 1 fire; or halfspear 1d6+1 and 1 fire   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Heat   Special Qualities:   SR 13, fire subtype  
Saving Throws  Fortitude: 4  
Reflex: 4  
Will: 4  
Abilities:   Str: 13
Dex: 13
Con: 13
Int: 12
Wis: 12
Cha: 9
Skills:   Climb +2, Craft (any one) +6, Hide -1, Listen +4, Search+4, Spot +5   Feats:   Power Attack  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, pair, team (2-4), squad (11-20 plus 23rd-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   Challenge Rating Value:   2  
Treasure:   Standard coins; double goods (nonflammables only);standard items (nonflammables only)   Alignment:   Always lawful neutral  
Advancement:   By character class  


Azers speak Ignan and Common.


Azers use broad-headed spears or well-crafted hammers in combat. When unarmed, they attempt to grapple foes. They wear no armor, for their tough skin provides ample protection.

Heat (Ex): Azers' bodies are intensely hot, so their unarmed attacks deal additional fire damage. Their metallic weapons also conduct this heat.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002