---
title: "Azer"
obsidianUIMode: preview
noteType: pf2eMonster
cssClasses: pf2e
aliases: "Actor.msClQzHaEJhcxaby" 
tags:
  - pf2e/creature/type/elemental
  - pf2e/creature/type/fire
  - pf2e/creature/type/humanoid
  - pf2e/creature/type/lawful
  - pf2eMonster
  - pf2e/creature/level/2
statblock: inline
name: "Azer"
level: 2
license: OGL
---

```statblock
columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary 3"
name: "Azer"
level: "Creature 2"

alignment: ""
size: "Medium"
trait_01: [[elemental]]
trait_02: [[fire]]
trait_03: [[humanoid]]
trait_04: [[lawful]]
modifier: 8
perception:
  - name: "Perception"
    desc: "+8; Darkvision"
languages: "Common, Pyric"
skills:
  - name: "Skills"
    desc: "Athletics: +7, Crafting: +10, Intimidation: +4, Plane of Fire Lore: +6"
abilityMods: [3, 1, 4, 2, 2, 0]
speed: 20 feet
sourcebook: "_Pathfinder Bestiary 3_"
ac: 17
armorclass:
  - name: AC
    desc: "17; __Fort__ +10, __Ref__ +5, __Will__ +8"
hp: 45
health:
  - name: ""
  - name: HP
    desc: "45; __Immunities__  fire; __Weaknesses__ cold 5"
abilities_top:
  - name: ""
  - name: "Items"
    desc: "5x [[Equipment/Light Hammer|Light Hammer]], [[Equipment/Warhammer|Warhammer]], [[Equipment/Scale Mail|Scale Mail]]"
abilities_mid:
  - name: ""
  - name: "Heat of the Forge"
    desc: " (aura,fire) 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 check save or become [[Conditions/Fatigued|Fatigued]] while they remain in the area. Creatures immune to environmental heat effects or with any fire resistance are immune."

attacks:
  - name: ""

  - name: "**Melee** `pf2:1` Warhammer"
    desc: "+9 (shove)\n__Damage__  1d8 + 3 bludgeoning"

  - name: "**Melee** `pf2:1` Light Hammer"
    desc: "+9 (agile)\n__Damage__  1d6 + 3 bludgeoning"

  - name: "**Ranged** `pf2:1` Light Hammer"
    desc: "+7 (agile, thrown 20 ft.)\n__Damage__  1d6 + 3 bludgeoning"

  - name: "Burning Touch"
    desc: " (fire,primal) The azer's Strikes deal an extra 1d6 fire damage (included in strikes).\n\nWhen the azer successfully performs a [[Actions/Grapple|Grapple]] or [[Actions/Shove|Shove]] action, they also deal 1d6 fire damage to their target."

  - name: "Scorch"
    desc: "`pf2:2` (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 Reflex check save)."
 
```

```encounter-table
name: Azer
creatures:
  - 1: Azer
```



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.
