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|This material is published under the OGL 1.0a.|
|Size/Type:||Medium Outsider (Fire, Lawful)|
|Hit Dice:||2d8+2 (11 hp)|
|AC:||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/Reach:||5 ft. by 5 ft./5 ft.|
|Special Qualities:||SR 13, fire subtype|
|Saves:||Fort +4, Ref +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|
|Climate/Terrain:||Any land and underground|
|Organization:||Solitary, pair, team (2-4), 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)|
|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.
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