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Azer

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.

— +2 Strength, +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, –2 Charisma.

—Medium size.

—An azer’s base land speed is 30 feet.

—Darkvision: Azers can see in the dark up to 60 feet.

—Racial Hit Dice: An azer begins with two levels of outsider, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.

—Racial Skills: An azer’s outsider levels give it skill points equal to 5 x (8 + Int modifier). Its class skills are Appraise, Climb, Craft, Hide, Jump, Listen, Search, and Spot.

—Racial Feats: An azer’s outsider levels give it one feat.

— +6 natural armor bonus.

—Special Attacks (see above): Heat.

—Special Qualities (see above): Immunity to fire, spell resistance equal to 13 + class levels, vulnerability to cold.

—Automatic Languages: Common, Ignan. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Infernal, Terran.

—Favored Class: Fighter.

—Level adjustment +4.


Source file: MonstersIntro-A.rtf