Bestiary‎ > ‎Unique Monsters‎ > ‎CR 9‎ > ‎

Spire Guard (Azer Fighter 6 /Rogue 1)

Heat ripples the air near this squat, brass-skinned humanoid. Its head and shoulders blaze with a mane of fire.

Spire Guard CR 9

XP 6,400
Male azer fighter 6/rogue 2
N Medium outsider (extraplanar, fire)
Init +3; Senses darkvision 60 ft.; Perception +13


AC 28, touch 13, flat-footed 25 (+6 armor, +3 Dex, +6 natural, +3 shield)
hp 79 (10 HD; 8d10+2d8+26)
Fort +10, Ref +8, Will +7; +2 vs. fear
Immune fire; SR 13
Weakness vulnerability to cold


Speed 30 ft.
Melee +1 warhammer +16/+11 (1d8+8 19-20/x3 plus 1d6 fire)
Ranged +1 iron short spear +13/+8 (1d6+5 plus 1d6 fire)
Special Attacks heat (1d6 fire), sneak attack +1d6


During Combat Spire guards make use of their ranged weapons and alchemical items at the onset of battle. Afterward, they gang up on one foe at a time, targeting spellcasters first. They make as much noise as they can while they fight, attempting to draw the attention of their allies in other rooms.

Morale A lone guard flees if reduced below 20 hit points. Guards with allies keep fighting until reduced below 10 hit points. His presence inspires all to fight to the death.


Str 18, Dex 16, Con 18, Int 14, Wis 10, Cha 8
Base Atk +9; CMB +13; CMD 26
Feats Alertness, Blind-Fight, Combat Reflexes, Improved Critical (warhammer), Iron Will, Power Attack, Skill Focus (Sense Motive), Stand Still, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Skills Appraise +9, Climb +9, Craft (metalworking) +9, Craft (stonemasonry) +8, Diplomacy +11 (-2 cha +3 class +10 ranks), Intimidate +7, Perception +17 (+18 to find traps), Sense Motive +23, Stealth +7
Languages Common, Ignan, Infernal, Terran
SQ armor training +1, bravery +2, rogue talents (combat trick), trapfinding +1, weapon training (hammers +1)
Combat Gear tanglefoot bag, thunderstone (2); Other Gear +1 scale mail, +1 heavy shield, +1 warhammer, +1 iron short spear (2)

Publisher's Choice Quality Stock Art (c) Rick Hershey / Fat Goblin Games