|Azers, from the 4th edition Monster Manual|
|3rd edition rules|
|Creature Type||Outsider (Extraplanar, Fire)|
|Advancement||By character class|
|Ability Modifiers|| +2 Strength, +2 Dexterity,|
+2 Constitution, +2 Intelligence,
+2 Wisdom, -2 Charisma
|Source||Monster Manual v. 3.5, pg. 21-22|
|4th edition rules|
|Creature Type||Elemental humanoid (fire)|
|Source||Monster Manual (4th edition), pg. 22|
Appearance & PersonalityEdit
Azers closely resemble dwarves, but with flames instead of hair or beards. They have brass-colored skin that almost appears to have been forged. They tend to dress in the colors of brass, copper, or bronze.
Azers are generally a taciturn race, but will fight if provoked. They have a love of gemstones, and will fight to the death if enraged in combat.
Azers rely on crafted weapons and armor when going into combat. In addition to their weaponry, azers are surrounded by an aura of heat that dissuades their opponents from fighting with them in melee combat. They are immune to fire, vulnerable to cold, are resistant to spells, and possess darkvision.
- ↑ Eberron Campaign Setting. Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
- ↑ 2.0 2.1 2.2 Monster Manual. Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Wizards of the Coast. ISBN 0-7869-2893-X.
- ↑ Secrets of Xen'drik. Keith Baker, Jason Bulmahn, and Amber Scott (2006). Wizards of the Coast. ISBN 0-7869-3916-8.