🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

AzerCreature 2


LNMediumElementalFireHumanoid
Source Pathfinder Bestiary 3
Perception +8 (darkvision)
Languages Common, Ignan
Skills Athletics +7, Crafting +10, Intimidation +4, Lore +6
Str +3, Dex +1, Con +4, Int +2, Wis +2, Cha +0

AC 17; Fort +10; Reflex +5; Will +8;
HP 45
Speed 20 feet
Immunities fire
Weaknesses Cold 5

Warhammer One Action +9 (+4, -1) to hit (shove) 1d8+3 Bludgeoning + 1d6 Fire
Light Hammer One Action +9 (+5, +1) to hit (agile) 1d6+3 Bludgeoning + 1d6 Fire
Light Hammer One Action +7 (+3, -1) to hit (agile, thrown 20) 1d6+3 Bludgeoning + 1d6 Fire

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Heat of the Forge (aura, fire)

10 feet Aura


An azer's skin radiates heat like forge fire. A creature that starts their turn in the area must succeed at a DC 16 fortitude save or become Fatigued while they remain in the area. Creatures immune to environmental heat effects or with any fire resistance are immune.

Burning Touch (evocation, fire, primal)

The azer's Strikes deal an extra 1d6 fire damage (included in strikes).

When the azer successfully performs a Grapple or Shove action, they also deal 1d6 fire damage to their target.

Scorch Two Actions (evocation, fire, primal)

The azer shrouds their light hammer in flames and hurls it forward, dealing 2d6 fire damage to each creature in a 20-foot line (DC 16 basic reflex save).


Azers are an elemental people living on the Plane of Fire, often crudely described by mortals as brassy dwarves. They have stout, wide bodies with broad shoulders, shining metallic skin, and heads wreathed in flame.

Azer society is organized into traditional roles inherited along their familial lines, and an azer's role is indicated clearly by the metals they wear in their armored kilts. Their culture focuses on tradition and history, placing high value on obedience and conformity within one's community, and as a result it is slow to change. Many azers take pride in their ancestral roles and in fulfilling their inherited duties, providing needed services within their communities.

Long ago, traditional azer values of self-sufficiency and close community led them to build mighty fortresses across the Plane of Fire, where they isolated themselves from other planar denizens and even other azer communities. These values, sadly, also led to their downfall. Without any connections to or regular communication with other settlements, these fortresses were easily conquered by the efreet of the City of Brass, the dominant power on the Plane of Fire. Now most azer fortresses lie abandoned and ruined, with free holds so few and far between that most think them all lost.

Azers born within the efreeti Dominion of Flame belong to the populations that were conquered and assimilated into the empire ages ago. They live in perpetual service to the empire, disconnected from their history and culture, yet have formed their own close-knit society in the City of Brass under the fire genies' harsh rule.

A handful of azer communities have escaped efreeti conquest, most often by fleeing far from the genies' realms. Some of these azers now reside in hot, volcanic areas of the Darklands on the Material Plane, while others have fled to the remote depths within the Plane of Fire or made strange bargains with conniving allies or unknowable entities to keep themselves hidden. Prying outsiders nevertheless perpetually seek out these settlements, longing for legendary azer-crafted goods.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.