Azer CR 2
XP 600
LN Medium Outsider (Fire)
Init +1 Senses Darkvision 60 ft.; Perception +6
DEFENSE
AC 17 touch 11, flat-footed 16 (+5 armor, +1 Dex, +6 natural)
hp 13hp (2d10+2 con)
Fort +4, Ref +4, Will +1
SR 13 Immune Fire
Weakness Cold
OFFENSE
Speed 30 ft. (20 ft. in scale mail armor)
Melee Warhamer +4 (1d8+1/X3 plus 1 fire)
Ranged Shortspear +3 (1d6+1 plus 1 fire)
STATISTICS
Str 13, Dex 13, Con 13, Int 12, Wis 12, Cha 9
Base Atk +2 CMB +3 CMD 14
Feats Power Attack
Skills 14 Skill Points , Acrobatics +0 Appraise +6 , +6 Craft (any two), +6 Knowledge (planes), +6 Perception, +6 Sense Motive,Racial Modifiers +3 appraise
Languages Ignan, Common
Combat Gear MW Warhammer, MW Scale Mail;
ECOLOGY
EnvironmentElemental Plane of Fire
OrganizationSolitary, 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)
Treasure Value Standard
SPECIAL ABILITIES
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 are dwarf-like residents of bronze fortresses of the elemental plane of fire. They are known for being stand-offish but for the most part are not immediately aggressive. They have a love for gems of all kinds, when they do initiate hostilities is is often to secure gems. Azers live in a strictly regimented society built upon the toil of countless slaves and ruled over by indomitable lords. When victorious in combat they prefer to take prisoners for use as slaves. Azers are ancient enemies of Efreeti.