3e SRD:Azer
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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gollark: With maybe 8 modems you can cycle rapidly through channels listening for used ones then listen on those.
gollark: You don't even *need* one.
gollark: On SC there are *two* public all-channel interceptors.
gollark: Not really.
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