From D&D Wiki
|This material is published under the OGL|
|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|
CombatAzers 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.
This page is protected from editing because it is an integral part of D&D Wiki. Please discuss possible problems on the talk page.