Azer
Source: Starfinder #13: Fire Starters
CR: 2 XP: 600
— — —
Init.: +1 Senses: darkvision 60 ft. Perception: +7
Defense
HP: 23
EAC: 13 KAC: 14
Fort: +5 Ref: +3 Will: +3
Offense
Speed: 30 ft.
Melee: assault hammer +7 (1d6+1 B; critical burn 1d4)
Ranged: wave modulator I +7 (1d4+2 F or So; critical burn 1d4)
Offensive Abilities: elemental fire, target tracking
Statistics
Str: +1 Dex: +1 Con: +2 Wis: +0 Int: +4 Cha: -1
Skills: Athletics +7, Computers +12, Engineering +12, Physical Science +7, Piloting +7
Languages: Common, Ignan
Gear: freebooter armor, assault hammer, wave modulator I with 2 batteries (20 charges each)
Ecology
Environment: any (Plane of Fire)
Organization: solitary, pair, order (3–6), guild (11–20), and union (30–100)
Special Abilities
<p><b>Elemental Fire (Su)</b> Azers can cause any weapon they wield to deal half its damage as fire damage, becoming lethal and non-archaic if it is not already. If the weapon already deals two damage types, this effect replaces one with fire. In addition, azers can grant weapons they wield the burn critical hit effect (1d4, 2d4 at CR 6, 3d4 at CR 11, and 3d4 at CR 16+). If the weapon has any other critical hit effects, the azer chooses only one to apply on a critical hit.</p>