Lawful Neutral Man-sized Humanoid (elemental, extraplanar, fire) (4½-ft, 160-lbs)
FREQUENCY: Very rare (Common)
NO. APPEARING: 1-4 (3-30)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 2
MOVE: 12"
HIT DICE: 2 + 1 to 5 + 4 (2 + 1 HD, hp 10)
% IN LAIR: nil (20%)
TREASURE TYPE: nil (Q, In lair x3)
THAC0: 16
MELEE: by weapon
SPECIAL ATTACKS: heat, strong (Str 17) - Hits As: normal
SPECIAL DEFENSES: immune to fire
WEAKNESS: vulnerable to cold (double)
MAGIC RESISTANCE: 60-75%
INTELLIGENCE: Low to Very (5-12)
MORALE: +11%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LANGUAGES: Azer
LEVEL: II (XP 40 + 3 per hp)
(on the Elemental Plane of Fire)
The azer are a race of humanoid creatures inhabiting the Elemental Plane of Fire. They are common on their own plane but never seen elsewhere unless brought by summoning. They appear much like dwarves with brass-colored skin and flames for hair. They wear only kilts or apron-like garments of beaten brass, copper, or bronze.
Azer use broad-bladed javelins which inflict damage equal to a spear. In hand-to-hand combat they employ mallet-like weapons equal to a footman's mace in all respects. Creatures not immune to fire will take 2-5 points of damage from being grasped by any azer, and the heat of an azer's weapons will inflict damage of +1 to such opponents.
Their skin is metallic, which accounts for their high armor class.
However, azer cannot survive in temperatures below 200 degrees F. for more than an hour or so. Cold attacks inflict double normal damage against them.
In general, azer are unfriendly, taciturn, and lack compassion. They are greedy, and for clear purple or red gems they may agree to reasonable requests. Once given, the word of an azer is a solid bond.
Common azer (Hit Dice 2 + 1) are the weakest (encountered 90% of the time), while those with 3 + 2 hit dice are the next most common (30%). The larger azer are less likely (20%), and the strongest (5 + 4 Hit Dice) the least likely to be encountered (10%). (Their ruler, Amaimon, is detailed below.)
The weaker will carry less valuable gems than the stronger (base values 10 gp, 50 gp, 100 gp, and 500 gp, respectively).
Due to their Strength, hit probability is always adjusted, as is damage, as follows:
Hit Dice
2 + 1
3 + 2
4 + 3
5 + 4
Avg HP
10
16
21
27
Str Score
17
18
18/50
18/75
Str
Bonus
+1/+1
+1/+2
+1/+3
+2/+3
To-Hit AC0
16
16
15
13
Magic Resist
60%
65%
70%
75%
Saving
Throws
as above
as above
11/12/13/13/14
11/12/13/13/14
Level
and XP
II (XP 40 + 3 per hp)
III (XP 85 + 4 per hp)
III (XP 130 + 5 per hp)
VI (XP 225 + 6 per hp)
Male Azer
Lawful Neutral Man-sized Humanoid (elemental, extraplanar, fire) (5-ft, 200-lbs)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 2
MOVE: 12"
HIT DICE: 9 + 8
THAC0: 10
MELEE: by weapon
SPECIAL ATTACKS: heat, strong (Str 18/00) - Hits As: normal
SPECIAL DEFENSES: immune to fire
WEAKNESS: vulnerable to cold (double)
MAGIC RESISTANCE: 90%
INTELLIGENCE: Exceptional (16)
MORALE: +53%
SAVES: Poison 7, Petrify 8, Wand 9, Breath 8, Spell 10
LANGUAGES: Azer
LEVEL: II (XP 40 + 3 per hp)
Amaimon is the legendary king of the azer. He is the largest (9 + 8 hit dice), strongest (18/00 for +3/+6), and most intelligent of all his kind. His nobles number from 8-32, being only slightly less superior (7 + 6 hit dice, 18/76-90 for +2/+4). Amaimon has 35% magic resistance; noble azers have 25%. The other powers of these creatures are currently unknown.
The people of Amaimon dwell in small groups, their typical abode being a tower worked from the natural basalt of their realm, using the plentiful supply of flame nearby.
When 20 or more are encountered in their habitation, there will be 2 of the largest normal size, a noble, and 40-70 non-combatant females and young there also. It is likely that the defenses of the place will include air projectors (bellows-like devices) and even special containers to haul water and pour it upon attackers.