Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Pathfinder Second Edition

Compendium

Type to search for a spell, item, class — anything!

Advertisement Create a free account

Azer

Ready to play? Build unlimited Pathfinder 2e characters Create Now

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.

Attributes

Azer

Creature 2

LNMediumElemental, Fire, Humanoid
  • Perception8; darkvision
  • LanguagesCommon, Ignan
  • Skills athletics 7 crafting 10 intimidation 4
  • LorePlane of Fire Lore 6
  • Str3Dex1Con4Int 2Wis2Cha0
  • Items light hammer scale mail warhammer
  • AC 17 Fort10Ref5Will8
  • HP 45 Immunitiesfire Weaknessescold 5
  • Heat of the Forge 10 feet. 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. A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’s frightful presence if they have been around each other for a long time.
  • Speed20 feet,
  • Melee warhammer 9 (shove) Damage1d8+3 bludgeoning light hammer 9 (agile) Damage1d6+3 bludgeoning
  • Ranged light hammer 7 (agile, thrown 20 feet) (range 20)Damage1d6+3 bludgeoning
  • Burning Touch (evocation, fire, primal) The azer’s Strikes deal an extra 1d6 (1d6) fire damage (included above). When the azer successfully performs a Grapple or Shove action, they also deal 1d6 (1d6) fire damage to their target.
  • Scorch (evocation, fire, primal) The azer shrouds their light hammer in flames and hurls it forward, dealing 2d6 (2d6) fire damage to each creature in a 20-foot line (DC 16 basic Reflex save).