Azata, Brijidine

This beautiful woman has flesh made of lava. She soars through the sky on a trail of fire.

Brijidine CR 17

XP 102,400

CG Medium outsider (azata, earth, extraplanar, fire)

Init +5; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +26

Aura flaming body, holy aura

Defense

AC 32, touch 19, flat-footed 27 (+4 deflection, +5 Dex, +13 natural)

hp 256 (19d10+152)

Fort +22, Ref +15, Will +21

DR 10/cold iron and evil; Immune electricity, fire, petrification; Resist cold 10; SR 28

Weaknesses vulnerable to cold

Offense

Speed 40 ft., fly 60 ft. (good)

Melee +1 flaming burst keen longsword +25/+20/+15/+10 (1d8+8/17–20 plus 1d6 fire and burn)

Ranged lava blast +24 (16d6 fire plus burn and entrap)

Special Attacks entrap (DC 26, instantaneous), burn (2d6, DC 26), trample (1d8+7, DC 24)

Spell-Like Abilities (CL 19th; concentration +25)

Constant—holy aura (DC 24)

At will—flaming sphere (DC 18), heat metal (DC 18), meld into stone (self only), soften earth and stone, stone shape

5/day—cure serious wounds, flame strike (DC 21), move earth, spike stones (DC 20), stone tell, summon nature's ally V (earth and fire elementals only), wall of stone (DC 22)

3/day—earthquake, fire storm (DC 23), heal, stoneskin, wall of fire

Statistics

Str 20, Dex 21, Con 24, Int 15, Wis 18, Cha 23

Base Atk +19; CMB +24; CMD 43

Feats Cleave, Combat Expertise, Combat Reflexes, Critical Focus, Improved Bull Rush, Iron Will, Lunge, Power Attack, Staggering Critical, Toughness

Skills Craft (any one) +24, Escape Artist +27, Fly +9, Heal +26, Knowledge (nature) +24, Knowledge (planes) +24, Perception +26, Perform (oratory) +25, Sense Motive +26

Languages Celestial, Draconic, Ignan, Infernal, Terran; truespeech

SQ heat stone, obsidian blade

Ecology

Environment any (Elysium)

Organization solitary or team (2–5)

Treasure double (no flammable items)

Special Abilities

Flaming Body (Su) A brijidine's body is molten rock covered in dancing flames. Anyone striking a brijidine with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a brijidine or is grappled by one takes 6d6 points of fire damage each round the grapple persists.

Heat Stone (Su) Whenever a brijidine uses her meld into stone, soften earth and stone, spike stones, stone shape, or wall of stone spell-like abilities, she can have the affected stone radiate intense heat for 1 minute. Any creature within 5 feet of the stone takes 1d6 fire damage per round.

Lava Blast (Su) A brijidine can hurl a glob of lava at a target as a standard action. This attack has a range increment of 30 feet.

Obsidian Blade (Ex) At will as a free action, a brijidine can create a blade of jagged volcanic glass that functions as a +1 flaming burst keen longsword. One round after it leaves the brijidine's grasp, the weapon decays into useless powder.

Brijidines are passionate, powerful azatas attuned to the powers of earth and fire. They love basking in volcanoes, writing poetry, tending to sick creatures, and pursuing spicy recipes. The quickest way to befriend a brijidine is to present her with a fireproof copy of an exotic poem or a bag of rare peppers. Though their power is tied to primal destruction, they are quick-witted and love clever wordplay, whether in a sonnet or a dirty limerick.

The brijidine sees fire as a form of purity, a marked difference from its classical association with devastation and destruction. To a brijidine, the existence of hellfire is the rankest blasphemy, and while many azatas look to the demons of the Abyss as their greatest enemies, it is among the devils of Hell that most brijidines find focus for their anger. The fact that devils are immune to fire, the brijidine's greatest strength, frustrates and angers these azatas all the more, forcing them to become far more imaginative and creative in their tactics when facing such foes. A brijidine stands 5-1/2 feet tall and weighs 150 pounds.

Azata, Lyrakien

This tiny woman has a lithe form with delicate butterfly wings. She is surrounded by sparkling lights and gentle rainbow arcs.

Lyrakien CR 2

XP 600

CG Tiny outsider (azata, chaotic, extraplanar, good)

Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +9

Defense

AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)

hp 19 (3d10+3)

Fort +2, Ref +7, Will +6

DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10

Offense

Speed 30 ft., fly 80 ft. (perfect)

Melee slam +2 (1d2–3)

Space 2-1/2 ft.; Reach 0 ft.

Special Attacks starlight blast

Spell-Like Abilities (CL 3rd; concentration +8)

Constant—detect evil, detect magic, freedom of movement

At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)

1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)

1/week—commune (6 questions, CL 12th)

Statistics

Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20

Base Atk +3; CMB +5; CMD 12

Feats Agile Maneuvers, Improved Initiative

Skills Acrobatics +10, Bluff +11, Diplomacy +11, Fly +12, Knowledge (any one) +8, Perception +9, Perform (any one) +11, Spellcraft +5, Stealth +18

Languages Celestial, Draconic, Infernal; truespeech

SQ traveler's friend

Ecology

Environment any (Elysium)

Organization solitary, band (2–5), or company (6–24)

Treasure none

Special Abilities

Starlight Blast (Su) As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based.

Traveler's Friend (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien's performance—doing so removes the effects of exhaustion and fatigue from the listener.

Lyrakien are divine musicians and messengers, mainly in the employ of deities of travel and natural wonders. They love to explore and visit beautiful places, especially locations with excellent views of rainbows, moonlight, and the stars. Whimsical and joyous, they love contests of song, dance, and knowledge, and keep journeys happy by distracting their companions from weary feet and stale food. Mortals who please them with excellent tales and new songs may be rewarded with elaborate maps, forgotten shortcuts, or rambling directions to hidden locations that hold lost magic.

Lyrakien are light-hearted creatures, but they are very protective of breathtaking natural locations. Often called “glistenwings” by gnomes and halflings, lyrakien are frequently mistaken for fey—while they are generally friendly with true fey, their origin is the plane of Elysium. Like other azatas, they grow restless if they stay in one place too long. A chaotic good 7th-level spellcaster can gain a lyrakien as a familiar if she has the Improved Familiar feat.