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Azata, Brijidine

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

Brijidine CR 17

Source Bestiary 2 pg. 37
XP 102,400
CG Medium outsider (azata, chaotic, earth, extraplanar, fire, good)
Init +5; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +26
Aura flaming body, holy aura


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


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, hardness 8, hp 30), 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


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


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.

Creatures in "Azata" Category



Source Pathfinder RPG Bestiary pg. 24
Azatas are a race of celestials native to the plane of Elysium, where the pursuit of freedom and goodness is paramount. Azatas are champions of these concepts, great bards, knights, and explorers who roam the planes in search of good folk in need of their help. Frequently described as the most elven or fey-like celestials, azatas nevertheless often have strange, inhuman shapes or can take elemental or eldritch forms. Most have some knightly or courtly title, such as duke, countess, or prince, apparently hereditary, perhaps from a celestial monarchy long abandoned and forgotten. Azatas do not exploit these titles to exert influence over each other, instead using them for personal identification or a bit of self-importance. They are deadly and resolute foes of evil, fearless and clever in battle.

It is not surprising that the three best-known kinds of azatas can all fly, for they rarely stay in one place for long and prefer the thrill of motion and discovery to creature comforts. Most azata “settlements” are little more than a collection of tents around a landmark, gathered over the course of a day to share news, stories, and perhaps good-natured duels, and then packed up again a few days later. Such temporary settlements are colorful and have a celebratory atmosphere, as azatas are quick to greet any of their kind as old friends. Although few can predict when and where an azata community might arise, some groups or breeds of azatas gather in cycles for traditional festivals and reunions. Such gatherings typically take place at a time of mystical consequence, such as on the evening of the lunar equinox, or during less predictable times, such as upon the wedding of two seers, and always in a place of pristine or stunning natural wonder. All azatas fundamentally know when and where the closest or next gathering of their people might occur, and while none are required or even expected to attend, all are welcome. These gatherings do not preclude more permanent azata holdings and communes, however, and the heights of Elysium endlessly ring with the songs of azata choirs.

While the stoic, homebound archons call their cousins flighty, azatas are driven by a crusading nature and feel bored when forced to stay in one place too long. This tendency also means they are unlikely to agree to serve mortals for an extended period of time, preferring to arrive, get the job done, and move on to some other quest or challenge. As much as they seek to spread the cause of freedom and joy, azatas realize that they cannot enforce such virtues throughout the multiverse. Without darkness there can be no light, and without struggle there can be no victory. Understanding this, these celestials remain removed from the majority of mortal conflicts, preferring to act as advisors in such situations rather than champions, granting goodly mortals ownership over their own triumphs. In cases where the forces of evil act overtly, however, and intrude upon mortal worlds, azatas are quick to rally to defend such realms and aid those who have no hope of defending themselves.

Azatas generally work together, but their powerful personalities and strong sense of individual freedom often see them disagreeing on how best to handle a particular situation. While both parties have the greater good at heart, these arguments can fester and grow into long-lasting grudges. In cases where a single azata is convinced his way is right, he might even enter a sort of self-imposed exile, abandoning the support of his kin so he can launch a one-azata crusade against the cruelties of the multiverse.

Most azatas originate from the untamable beauty of Elysium, created and nourished by the influx of goodly mortal souls. Like most other outsiders, they cannot reproduce with each other in the mortal fashion, and often tryst with mortals who prove charming and good spirited. Azatas dally frequently with their own kind, being quick to seek out feelings of love, joy, and companionship, but rarely feel bound or exclusive to merely one lover, regardless of its race.

Azatas speak Celestial, Draconic, and Infernal, but can speak with almost any creature because of their truespeech special ability. See creature subtypes for full details on truespeech and other shared azata traits.

Azata Subtype

Azatas are a race of celestials, or good outsiders, native to chaotic good-aligned outer planes. An azata possesses the following traits (unless otherwise noted in a creature's entry).
  • Darkvision 60 feet and low-light vision.
  • Immunity to electricity and petrification.
  • Resistance to cold 10 and fire 10.
  • Truespeech (Su) All azatas can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.