Azer (CR 2)
Medium Outsider (Extraplanar and Fire)
Alignment: Always lawful neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +6, and Spot +6
AC: 23 (+1 Dex, +6 natural, +4 scale mail, +2 heavy shield), touch 11, flat-footed 16
Hit Dice: 2d8+2 (11 hp)
Fort +4, Ref +4, Will +4
Speed: 30 ft., 20 ft. in scale mail
Space: 5 ft./5 ft.
Base Attack +2; Grapple +3
Attack: Warhammer +3 melee or shortspear +3 ranged
Full Attack: Warhammer +3 melee or shortspear +3 ranged
Damage: Warhammer 1d8+1/x3 and 1 fire or shortspear 1d6+1 and 1 fire
Special Attacks/Actions: Heat
Abilities: Str 13, Dex 13, Con 13, Int 12, Wis 12, Cha 9
Special Qualities: immunity to fire, SR 13, vulnerability to cold
Feats: Power Attack
Skills: Appraise +6, Climb +0, Craft (any two) +6, Hide +0, Jump -6, Listen +6, Search +6, and Spot +6
Advancement: By character class
Climate/Terrain: Elemental Plane of Fire
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% non- combatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, and 3 7th-level captains)|Standard coins; double goods (non-flammables only); standard items (non-flammables only)
Treasure: Standard coins; double goods (non-flammables only); standard items (non-flammables only)
Heat (Ex): Azers' bodies are intensely hot, so their unarmed attacks deal additional fire damage. Their metallic weapons also conduct this heat.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.