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.
- +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.