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Azer Wizard 8

Heat ripples the air near this squat, brass-skinned humanoid. His head and shoulders blaze with a mane of fire, and he hammers tirelessly at an anvil with a huge hammer.

Azer Wizard 8 CR 9

XP 6,400
Male azer wizard 8
LN Medium outsider (extraplanar, fire)
Init +3; Senses darkvision 60 ft.; Perception +8

DEFENSE

AC 27, touch 13, flat-footed 24 (+4 armor, +3 Dex, +6 natural, +4 shield)
hp 77 (10 HD; 2d10+8d6+38)
Fort +7, Ref +11, Will +12
Immune fire; SR 21
Weaknesses vulnerability to cold

OFFENSE

Speed 30 ft.
Melee +1 warhammer +7/+2 (1d8+1/x3 plus 1 fire)
Special Attacks hand of the apprentice 7/day
Wizard Spells Prepared (CL 8th; +9 ranged touch, concentration +12)

4thconfusion (DC 18), ice storm, rainbow pattern (DC 18)
3rddispel magic, fly, haste, ray of exhaustion (DC 17)
2ndglitterdust (DC 16), mirror image, resist energy, scorching ray
1stfeather fall, floating disc, mage armor, shield, ray of enfeeblement (DC 15)
0dancing lights, detect magic, ghost sound, message

TACTICS

Before Combat He casts mage armor and shield as soon as he suspects trouble might be coming. These spells are reflected in his stats as presented.

During Combat He avoids using his fire spells against foes unless it’s obvious that some of the PCs are taking damage from the environment, but is quick to use ice storm against foes whom he suspects might take additional damage from cold. His first act in combat is to cast haste and send his magmin out to attack melee fighters. He is fond of using rainbow pattern to lure enemies into the lava, and uses fly to gain mobility over the PCs if necessary.

Morale He uses dimension door to escape if reduced to 15 hit points or less, fleeing into the volcano itself for safety. If prevented from escaping and captured alive, he offers his weapons as a bribe for his life and freedom.

STATISTICS

Str 10, Dex 16, Con 16, Int 18, Wis 12, Cha 10
Base Atk +6; CMB +6; CMD 19
Feats Craft Magic Arms and Armor, Craft Wondrous Item, Improved Familiar, Point Blank Shot, Precise Shot, Scribe Scroll, Skill Focus (Spellcraft)
Skills Appraise +8, Climb +4, Craft (armorsmithing) +17, Craft (weaponsmithing) +17, Knowledge (arcana) +17, Knowledge (geography) +17, Knowledge (planes) +17, Perception +8, Spellcraft +23, Stealth +8
Languages Aquan, Auran, Common, Draconic, Ignan, Terran
SQ arcane bond (Farid [magma mephit]), heat, metamagic mastery 1/day
Combat Gear scroll of identify, scroll of protection from chaos, scroll of see invisibility, scroll of shrink item, scroll of tongues, wand of invisibility (45 charges); Other Gear +1 warhammer, cloak of resistance +2, hand of the mage, spellbook (an iron book with metal pages, this spellbook contains all the spells he has prepared plus an additional 2d4 spells of each level).

SPECIAL ABILITIES

Heat (Ex)

An azer’s body is intensely hot, so its unarmed attacks deal +1 fire damage. Its metallic weapons also conduct this heat.

Magma Mephit Familiar CR –

XP –
N Small outsider (fire)
Init +6; Senses darkvision 60 ft.; Perception +7

DEFENSE

AC 21, touch 14, flat-footed 18 (+2 Dex, +1 dodge, +7 natural, +1 size)
hp 38 (10 HD); fast healing 2 (works only in contact with magma or lava)
Fort +2, Ref +5, Will +3
DR 5/magic Immune fire
Defensive abilities improved evasion
Weaknesses vulnerability to cold

OFFENSE

Speed 30 ft., fly 40 ft. (average)
Melee 2 claws +8 (1d3+1)
Special Attacks breath weapon (15-foot cone, effect based on type, Reflex DC 13 for half)
Spell-Like Abilities (CL 6th)

1/day—summon (level 2, 1 mephit of the same type 25%), pyrotechnics

STATISTICS

Str 13, Dex 15, Con 12, Int 9, Wis 11, Cha 14
Base Atk +6; CMB +6; CMD 19
Feats Dodge, Improved Initiative
Skills Appraise +3, Bluff +8, Climb +5, Craft (armorsmithing) +12, Craft (weaponsmithing) +12, Fly +10, Knowledge (arcana) +12, Knowledge (geography) +12, Knowledge (planes) +12, Perception +7, Spellcraft +16, Stealth +12
Languages Common, Ignan
Special Qualities deliver touch spells, empathic link, share spells

SPECIAL ABILITIES

Breath Weapon (Su)

Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.

The breath weapon of a magma mephit is a cone of fire that deals 1d8 fire damage.

Magma Form (Su)

Once per hour, a magma mephit can assume the form of a pool of lava, 3 feet in diameter and 6 inches deep. While in this form, its DR increases to 20/magic and it cannot attack. It can move at a speed of 10 feet per round and can pass through small openings and cracks. Anything touching this pool takes 1d6 fire damage. A magma mephit may remain in this form for up to 10 minutes.

Section 15: Copyright Notice

Pathfinder 22: The End of Eternity. Copyright 2009, Paizo Publishing, LLC; Author: Jason Nelson.