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MONSTERS (A)
Aboleth
Huge Aberration (Aquatic)
Hit Dice: 8d8+40 (76 hp)
Initiative: +1 (Dex)
Speed: 10 ft., swim 60 ft.
AC: 16 (-2 size, +1 Dex, +7 natural)
Attacks: 4 tentacles +12 melee
Damage: Tentacle 1d6+9 and transformation
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Transformation, psionics, enslave
Special Qualities: Mucus cloud
Saves: Fort +7, Ref +3, Will +11
Abilities: Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17
Skills: Concentration +16, Knowledge (any one) +7, Listen +16, Spot +16
Feats: Alertness, Combat Casting, Iron Will
Climate/Terrain: Any underground
Organization: Solitary, brood (2-4), or slaver brood (1d3+1 plus 7-12 skum)
Challenge Rating: 7
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Aboleth speak their own language, as well as Undercommon and Aquan.
Combat
An aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers.
Transformation (Ex): A blow from an aboleth’s tentacle can cause a terrible transformation. Affected creatures must succeed at a Fortitude save (DC 19) or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. A transformed creature must remain moistened with cool, fresh water or suffer 1d12 points of damage every 10 minutes. A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the change.
Psionics (Sp): At will: hypnotic pattern, illusory wall, mirage arcana, persistent image, programmed image, project image, and veil. These effects are as the spells cast by a 16th-level sorcerer (save DCs, where applicable, are 13 + spell level).
Enslave (Su): Three times a day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed at a Will save (DC 17) or be affected as though by a dominate person spell cast by a 16th-level sorcerer. An enslaved creature obeys the aboleth’s telepathic commands (but will not fight on its behalf) until freed by remove curse or dispel magic, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than one mile from its slave.
Mucus Cloud (Ex): An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed at a Fortitude save (DC 19) or lose the ability to breathe air for the next 3 hours. The affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours.
Achaierai
Large Outsider (Evil, Lawful)
Hit Dice: 6d8+12 (39 hp)
Initiative: +1 (Dex)
Speed: 50 ft.
AC: 20 (-1 size, +1 Dex, +10 natural)
Attacks: 2 claws +9 melee, bite +4 melee
Damage: Claw 2d6+4, bite 4d6+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Black cloud
Special Qualities: SR 19
Saves: Fort +7, Ref +6, Will +7
Abilities: Str 19, Dex 13, Con 14, Int 13, Wis 14, Cha 16
Skills: Climb +13, Jump +13, Listen +11, Move Silently +10, Sense Motive +11,
Spot +11
Feats: Dodge, Mobility
Climate/Terrain: Any land and underground
Organization: Solitary or flock (5-8)
Challenge Rating: 5
Treasure: Double standard
Alignment: Always lawful evil
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Achaierai speak Infernal.
Combat
In close combat, achaierai lash out with two of their four legs and snap with their powerful beaks. These attack modes alone would make them deadly warriors.
Black Cloud (Ex): Up to three times per day an achaierai can release a choking, toxic black cloud. Those other than achaierai within 10 feet instantly take 2d6 points of damage. They must also succeed at a Fortitude save (DC 15) or be affected for 3 hours as though by an insanity spell cast by a 16th-level sorcerer.
Allip
Medium-Size Undead (Incorporeal)
Hit Dice: 4d12 (26 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: Fly 30 ft. (perfect)
AC: 15 (+1 Dex, +4 deflection)
Attacks: Incorporeal touch +3 melee
Damage: Incorporeal touch 1d4 permanent Wisdom drain
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Babble, Wisdom drain, madness
Special Qualities: Undead, incorporeal, +2 turn resistance
Saves: Fort +1, Ref +2, Will +4
Abilities: Str -, Dex 12, Con -, Int 11, Wis 11, Cha_18
Skills: Hide +8, Intimidate +11, Intuit Direction +4, Listen +7, Search +7,
Spot +7
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 5-12 HD (Medium-size)
Combat
Allips are unable to cause physical harm, although they don’t appear to know that. They keep flailing away at their enemies, yet they inflict no wounds.
Babble (Su): An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed at a Will save (DC 16) or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic, mind-affecting compulsion. Opponents who successfully save cannot be affected by the same allip’s babble for one day.
Wisdom Drain (Su): Those whose Wisdom is reduced to 0 by the allip become helpless until at least 1 point of Wisdom is restored.
Madness (Su): Anyone targeting the allip with a mind-control or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of temporary Wisdom damage.
Animated Object
Tiny Animated Object Small Animated Object
Tiny Construct Small Construct
Hit Dice: 1/2 d10 (2 hp) 1d10 (5 hp)
Initiative: +2 (Dex) +1 (Dex)
Speed: 40 ft. (50 ft. legs, 60 ft. multiple 30 ft. (40 ft. legs, 50 ft. multiple
legs, 80 ft. wheels) legs, 70 ft. wheels)
AC: 14 (+2 size, +2 Dex) 14 (+1 size, +1 Dex, +2 natural)
Attacks: Slam +1 melee Slam +1 melee
Damage: Slam 1d3-1 Slam 1d4
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft. 5 ft. by 5 ft./5 ft.
Special Attacks: See text See text
Special Qualities: See text See text
Saves: Fort +0, Ref +2, Will -5 Fort +0, Ref +1, Will -5
Abilities: Str 8, Dex 14, Con -, Str 10, Dex 12, Con -,
Int -, Wis 1, Cha 1 Int -, Wis 1, Cha 1
Medium-Size Animated Object Large Animated Object
Medium-Size Construct Large Construct
Hit Dice: 2d10 (11 hp) 4d10 (22 hp)
Initiative: +0 +0
Speed: 30 ft. (40 ft. legs, 50 ft. multiple 20 ft. (30 ft. legs, 40 ft. multiple
legs, 70 ft. wheels) legs, 60 ft. wheels)
AC: 14 (+4 natural) 14 (-1 size, +5 natural)
Attacks: Slam +2 melee Slam +5 melee
Damage: Slam 1d6+1 Slam 1d8+4
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 10 ft./5 ft. (long)
5 ft. by 5 ft./10 ft. (tall)
Special Attacks: See text See text
Special Qualities: See text See text
Saves: Fort +0, Ref +0, Will –5 Fort +1, Ref +1, Will -4
Abilities: Str 12, Dex 10, Con -, Str 16, Dex 10, Con -,
Int -, Wis 1, Cha 1 Int -, Wis 1, Cha 1
Huge Animated Object Gargantuan Animated Object
Huge Construct Gargantuan Construct
Hit Dice: 8d10 (44 hp) 16d10 (88 hp)
Initiative: -1 (Dex) -2 (Dex)
Speed: 20 ft. (30 ft. legs, 40 ft. multiple 10 ft. (20 ft. legs, 30 ft. multiple
legs, 60 ft. wheels) legs, 50 ft. wheels)
AC: 13 (-2 size, -1 Dex, +6 natural) 12 (-4 size, -2 Dex, +8 natural)
Attacks: Slam +9 melee Slam +15 melee
Damage: Slam 2d6+7 Slam 2d8+10
Face/Reach: 10 ft. by 20 ft./10 ft. (long) 20 ft. by 40 ft./10 ft. (long)
10 ft. by 10 ft./15 ft. (tall) 20 ft. by 20 ft./20 ft. (tall)
Special Attacks: See text See text
Special Qualities:See text See text
Saves: Fort +2, Ref +1, Will -3 Fort +5, Ref +3, Will +0
Abilities: Str 20, Dex 8, Con -, Str 24, Dex 6, Con -,
Int -, Wis 1, Cha 1 Int -, Wis 1, Cha 1
Colossal Animated Object
Colossal Construct
Hit Dice: 32d10 (176 hp)
Initiative: -3 (Dex)
Speed: 10 ft. (20 ft. legs, 30 ft. multiple
legs, 50 ft. wheels)
AC: 11 (-8 size, -3 Dex, +12 natural)
Attacks: Slam +25 melee
Damage: Slam 4d6+13
Face/Reach: 40 ft. by 80 ft./15 ft. (long)
40 ft. by 40 ft./25 ft. (tall)
Special Attacks: See text
Special Qualities: See text
Saves: Fort +10, Ref +7, Will +5
Abilities: Str 28, Dex 4, Con -,
Int -, Wis 1, Cha 1
Climate/Terrain: Any land and underground
Organization: Tiny: Group (4); Small: Pair; Medium-size, Large, Huge, Gargantuan, and Colossal: Solitary
Challenge Rating: Tiny 1/2; Small 1; Medium-size 2; Large 3; Huge 5; Gargantuan 7; Colossal 10
Treasure: None
Alignment: Always neutral
Advancement: -
Combat
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
An animated object can have one or more of the following special abilities, depending on its form.
Blind (Ex): A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger. The object makes a normal grapple check. If it gets a hold, it wraps itself around the opponent’s head, blinding that creature until removed. The blinded creature cannot make Spot, Search, or Track checks and suffers a -6 circumstance penalty to other checks related to perception, such as Listen.
Constrict (Ex): A flexible animated object such as a rope, vine, or rug deals automatic slam damage with a successful grapple check against creatures up to one size larger than itself. An object of at least Large size can make constrict attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and fit under it.
Trample (Ex): An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller for the object’s slam damage. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object’s HD) to halve the damage.
Hardness (Ex): An animated object has the same hardness it had before it was animated.
Improved Speed (Ex): The base speeds given in the statistics block assume that animated objects lurch, rock, or slither along. Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a speed bonus of 10 feet. Objects with multiple legs (tables, chairs) have a speed bonus of 20 feet. Wheeled objects gain a speed bonus of 40 feet. Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.
Ankheg
Large Beast
Hit Dice: 3d10+9 (25 hp)
Initiative: +0
Speed: 30 ft., burrow 20 ft.
AC: 18 (-1 size, +9 natural)
Attacks: Bite +6 melee
Damage: Bite 2d6+7
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Improved grab, acid, spit acid
Special Qualities: Tremorsense
Saves: Fort +6, Ref +3, Will +2
Abilities: Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha_6
Skills: Listen +4
Climate/Terrain: Temperate and warm plains,
forest, and underground
Organization: Solitary or cluster (2-4)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4 HD (Large); 5-9 HD (Huge)
Combat
An ankheg usually lies 5 to 10 feet below the surface until its antennae detect the approach of prey. It then burrows up to attack. (Treat this as a charge.)
Improved Grab (Ex): To use this ability, the ankheg must hit with its bite attack. If the ankheg is damaged after grabbing its prey, it retreats backward down its tunnel at burrowing speed, dragging the victim with it.
Acid (Ex): Acidic enzymes drip from an ankheg’s mouth each round it maintains a hold. It automatically deals 1d4 points of acid damage each round in addition to bite damage.
Spit Acid (Ex): Stream of acid 5 feet high, 5 feet wide, and 30 feet long, once every 6 hours; damage 4d4, Reflex half DC 14. One such attack depletes the ankheg’s acid supply for 6 hours. It cannot spit acid or deal acid damage during this time. Ankhegs do not use this ability unless they are desperate or frustrated. They most often spit acid when reduced to fewer than half their hit points or when they have not successfully grabbed an opponent.
Tremorsense (Ex): Ankhegs can automatically sense the location of anything within 60 feet that is in contact with the ground.
Aranea
Medium-Size Shapechanger
Hit Dice: 3d8+6 (19 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 50 ft., climb 25 ft.
AC: 13 (+2 Dex, +1 natural)
Attacks: Bite +4 melee; or web +4 ranged
Damage: Bite 1d6 and poison
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells, web, poison
Special Qualities: Alternate form
Saves: Fort +5, Ref +5, Will +4
Abilities: Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 14
Skills: Climb +14, Concentration +8, Craft (weaving) +8, Escape Artist +8, Jump
+6, Listen +3, Spot +3
Feats: Alertness, Improved Initiative, Weapon Finesse (bite)
Climate/Terrain: Temperate and warm forest
and underground
Organization: Solitary or colony (3-6)
Challenge Rating: 4
Treasure: Standard coins; double goods; standard items
Alignment: Usually neutral
Advancement: By character class
Araneas speak Common and Sylvan.
Combat
Araneas avoid physical combat and use their webs and spells when they can. In a battle, they try to immobilize or distract the most aggressive opponents first. Araneas often subdue opponents for ransom.
Spells: Araneas cast spells as 3rd-level sorcerers (save DC 12 + spell level). They prefer illusions and charms but avoid fire spells.
Web (Ex): In spider or hybrid form (see Alternate Form, below), an aranea can cast a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check (DC 20) or burst the web with a successful Strength check (DC 26). The web has 6 hit points and takes double damage from fire.
Poison (Ex): Bite, Fortitude save (DC 13); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.
Alternate Form (Su): An aranea’s natural form is that of a Medium-sized monstrous spider. It can assume two other forms. The first is a Small or Medium-size humanoid (the exact form is fixed at birth). The second form is a Medium-size, spider-humanoid hybrid. Changing form is a standard action. In humanoid form, the aranea gains all the abilities of the form (for example, an aranea in dwarf form has dwarven racial traits). The aranea keeps its ability scores and can cast spells, but it cannot use webs or poison in humanoid form. In hybrid form, an aranea looks like a humanoid at first glance, but a successful Spot check (DC 18) reveals the creature’s fangs and spinnerets. The aranea can use weapons and webs in this form. An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.
Juvenile Adult
Small Outsider (Air) Medium-Size Outsider (Air)
Hit Dice: 3d8+3 (16 hp) 7d8+7 (38 hp)
Initiative: +5 (Dex) +5 (Dex)
Speed: Fly 60 ft. (perfect) Fly 60 ft. (perfect)
AC: 20 (+1 size, +5 Dex, +4 natural) 21 (+5 Dex, +6 natural)
Attacks: Electricity ray +9 ranged touch; Electricity ray +12 ranged touch; or bite +9 melee or bite +12 melee
Damage: Electricity ray 2d6; or bite 1d6+1 Electricity ray 2d8; or bite 1d8+2
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Attacks: Electricity ray Electricity ray
Special Qualities: Immunities, fire and cold Immunities, fire and cold resistance 20 resistance 20
Saves: Fort +4, Ref +8, Will +4 Fort +6, Ref +10, Will +6
Abilities: Str 12, Dex 21, Con 12, Str 14, Dex 21, Con 12,
Int 10, Wis 13, Cha 13 Int 10, Wis 13, Cha 13
Skills: Intuit Direction +2, Listen +7, Escape Artist +15, Intuit Search +7, Sense Motive +7, Direction +7, Listen +11, Spot +7, Search +10 Sense Motive +11, Spot +11
Feats: Weapon Finesse (bite) Dodge, Weapon Finesse (bite)
Climate/Terrain: Any land and underground Any land and underground
Organization: Solitary or clutch (2-4) Solitary or clutch (2-4)
Challenge Rating: 3 5
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: 4-6 HD (Small) 8-14 HD (Medium-size)
Elder
Large Outsider (Air)
Hit Dice: 15d8+45 (112 hp)
Initiative: +5 (Dex)
Speed: Fly 60 ft. (perfect)
AC: 22 (-1 size, +5 Dex, +8 natural)
Attacks: Electricity ray +19 ranged touch; or bite +20 melee
Damage: Electricity ray 2d8; or bite 2d6+9
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Electricity ray
Special Qualities: Immunities, fire and cold resistance 20
Saves: Fort +12, Ref +14, Will +10
Abilities: Str 22, Dex 21, Con 16, Int 10, Wis 13, Cha 13
Skills: Escape Artist +23, Intuit Direction +16, Knowledge (Plane of Air) +15, Listen +19, Search +18, Sense Motive +19, Spot +19
Feats: Blind-Fight, Combat Reflexes, Dodge, Weapon Finesse (bite)
Climate/Terrain: Any land and underground
Organization: Solitary or clutch (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 16-24 HD (Large); 25-32HD (Gargantuan)
Arrowhawks speak Auran, but they are not talkative creatures.
Combat
Electricity Ray (Su): An arrowhawk can fire this ray once a round, with a range of 45 feet.
Immunities (Ex): Arrowhawks have acid, electricity, and poison immunity.
Assassin Vine
Large Plant
Hit Dice: 4d8+12 (30 hp)
Initiative: +0
Speed: 0 ft.
AC: 15 (-1 size, +6 natural)
Attacks: Slam +7 melee
Damage: Slam 1d6+7
Face/Reach: 5 ft. by 5 ft./10 ft. (20 ft. with vine)
Special Attack: Entangle, improved grab, constrict 1d6+7
Special Qualities: Camouflage, electricity immunity,
cold and fire resistance 20, blindsight
Saves: Fort +7, Ref +1, Will +2
Abilities: Str 20, Dex 10, Con 16, Int -, Wis 13, Cha 9
Climate/Terrain: Temperate and warm forest
and underground
Organization: Solitary or patch (2-4)
Challenge Rating: 3
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 5-16 HD (Huge); 17-32 HD (Gargantuan); 33+ HD (Colossal)
Combat
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Assassin vines use simple tactics: They lie still until prey comes within reach, then attack. They use their entangle ability both to catch prey and to deter counterattacks.
Entangle (Su): An assassin vine can animate plants within 30 feet of itself as a free action. The effect lasts until the vine dies or decides to end it (also a free action). The ability is otherwise similar to entangle as cast by a 4th-level druid (save DC 13).
Improved Grab (Ex): To use this ability, the assassin vine must hit with its slam attack.
Constrict (Ex): An assassin vine deals 1d6+7 points of damage with a successful grapple check against Medium-size or smaller creatures.
Blindsight (Ex): Assassin vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.
Camouflage (Ex): Since an assassin vine looks like a normal plant when at rest, it takes a successful Spot check (DC 20) to notice it before it attacks. Anyone with Wilderness Lore or Knowledge (nature) can use those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.
Athach
Huge Aberration
Hit Dice: 14d8+70 (133 hp)
Initiative: +1 (Dex)
Speed: 50 ft.
AC: 20 (-2 size, +1 Dex, +3 hide, +8 natural)
Attacks: Huge club +12/+7 melee, 2 Huge clubs +12 melee, bite +14 melee; or
rock +5/+0 ranged, 2 rocks +5 ranged
Damage: Huge club 2d6+8, 2 Huge clubs 2d6+4, bite 2d8+4 and poison; or rock
2d6+8, 2 rocks 2d6
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Poison
Saves: Fort +9, Ref +5, Will +10
Abilities: Str 27, Dex 12, Con 21, Int 7, Wis 12, Cha 6
Skills: Climb +16, Jump +16, Listen +7, Spot +7
Feats: Multiattack, Multidexterity, Multiweapon Fighting
Climate/Terrain: Temperate and warm hill,
mountains, and underground
Organization: Solitary, gang (2-4), or tribe (7-12)
Challenge Rating: 7
Treasure: 1/2 coins; double goods; standard items
Alignment: Often chaotic evil
Advancement: 15-28 HD (Huge)
Athachs speak a crude dialect of Giant.
Combat
Athachs charge into melee combat unless their opponents are out of reach, in which case they throw rocks. They sometimes try to overrun armored opponents to reach unarmored opponents in back ranks. With their first few melee attacks, athachs tend to flail about indiscriminately. After a few rounds, they concentrate on foes that have been hitting them most often and use their bites on whoever has dealt them the most damage.
Poison (Ex): Bite, Fortitude save (DC 22); initial damage 1d6_temporary Strength, secondary damage 2d6 temporary Strength.
Azer
Medium-Size 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.