3e SRD:Azer

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Azer

Size/Type: Medium Outsider (Fire, Lawful)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
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 Attacks: Heat
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
Feats: Power Attack
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)
Challenge Rating: 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.

Combat

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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