# azers ###### tags: `GM` ___ >## Azer >*Medium elemental, lawful neutral* >___ >- **Armor Class** 17 (natural armor, shield) >- **Hit Points** 39 (6d8 + 12) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|12 (+1)|15 (+2)|12 (+1)|13 (+1)|10 (+0)| >___ >- **Saving Throws** Con +4 >- **Damage Immunities** fire, poison >- **Condition Immunities** poisoned >- **Senses** passive Perception 11 >- **Languages** Ignan >- **Challenge** 2 (450 XP) >- **Proficiency Bonus** +2 >___ >***Heated Body.*** A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. > >***Heated Weapons.*** When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). > >***Illumination.*** The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft. > >### Actions >***Warhammer.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with both hands, plus 3 (1d6) fire damage. ## Azer [https://angrygolem-games.com/monster-manual/letter-a/azer-5e-stats/](Azer) AZER's TACTICS (read the article) DESCRIPTION The azer are a race of humanoid creatures that normally inhabit the Elemental Plane of Fire. Except under special circumstances, they are very rarely found on the Prime Material Plane. In appearance they are much like dwarves, except that they have metallic, brass-colored skin and flames for hair. They wear only kilts or apronlike garments of beaten brass, copper, or bronze. HABITAT / SOCIETY Azer on their home plane are part of an extremely regimented society where every individual has his or her place. The azer civilization in general is heavily stratified, with law taking precedence over individual freedoms and even an individual's life. Azer construct their outposts and cities as towers built from basalt, granite, or metal. There they dwell in small groups, using their plentiful complexes of flames to shape the stone. They grow strange trees with metallic outer skins or barks, and the leaves of these trees are actually made entirely of metal in some cases, precious metals. Azer are unfriendly and taciturn, and they lack compassion. They capture and interrogate intruders; particularly dangerous or violent prisoners are slain. They are greedy, particularly for gems that are a clear purple or red (rubies, amethysts, garnets, etc.). Once given, the word of an azer is a solid bond. ECOLOGY It is not known just what if anything azer eat. On their home plane, their only enemies are other intelligent fire dwelling creatures, and even then this enmity is not related to relative position on the food chain. The greatest of their enemies are the efreet, who sometimes fight wars of conquest against the azer, taking their territories and making slaves of them. The azer defend themselves and their towers with powerful, bellows-like air projectors and special containers used to pour elemental water on attackers. Azer is employed as component to empower the following spells: *Find Familiar* AMAIMON Amaimon is the legendary king of the ager. He is the largest, strongest , and most intelligent of all azer. His powers are unknown. NOBLES Amaimon's nobles number from 8d4 and are only slightly weaker than their king. The noble azers' full powers are also unknown. ___ >## Azer Acolyte >*Medium elemental, lawful neutral* >___ >- **Armor Class** 17 (natural armor, shield) >- **Hit Points** 46 (7d8 + 14) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|12 (+1)|15 (+2)|12 (+1)|14 (+2)|10 (+0)| >___ >- **Saving Throws** Con +4 >- **Damage Immunities** fire, poison >- **Condition Immunities** poisoned >- **Senses** passive Perception 12 >- **Languages** Ignan >- **Challenge** 3 (700 XP) >- **Proficiency Bonus** +2 >___ >***Heated Body.*** A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. > >***Heated Weapons.*** When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). > >***Illumination.*** The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet. > >***Spellcasting.*** The Azer Acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Azer Acolyte has the following cleric spells prepared: > >Cantrips (at will): *mending*, *sacred flame*, *thaumaturgy* >1st level (3 slots): *bless*, *cure wounds*, *sanctuary* > >### Actions >***Warhammer.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. ## Azer Acolyte Azers are elemental warriors crafted from bronze native to the Elemental Plane of Fire. Whilst most azers are content with a life in the forges of their kingdoms, others turn to worship and oaths to fill their time. These azers often worship the elements themselves, ancient primordials, or gods of the forge and fire. Azers who prove their devotion to their gods are imbued with divine magic, allowing them to cast spells and smite with wrathful force. ___ >## Azer Artisan >*Medium elemental, lawful neutral* >___ >- **Armor Class** 15 (natural armor) >- **Hit Points** 52 (8d8 + 16) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|12 (+1)|15 (+2)|14 (+2)|15 (+2)|10 (+0)| >___ >- **Saving Throws** Con +4 >- **Damage Immunities** fire, poison >- **Condition Immunities** poisoned >- **Senses** passive Perception 12 >- **Languages** Ignan >- **Challenge** 3 (700 XP) >- **Proficiency Bonus** +2 >___ >***Heated Body.*** A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. > >***Heated Weapons.*** When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). > >***Illumination.*** The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.. > >***Master Crafted Weapons.*** The azer's weapons are masterfully crafted. Their warhammer is a +1 weapon (included in the attack), and it has four charges, which are regained at dawn. The azer can expend on of the charges to cast the following spells as a 2nd level spell: *aganazzar's scorcher*, *flaming sphere*, *pyrotechnics*, or *scorching ray*. (spell save DC 13, +5 to hit with spell attacks) > >### Actions >***Warhammer.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. ## Azer Artisan An azer artisan, renowned for their skill with the hammer, toils away at their work in hot, smoke-filled smithies. While they aren't trained warriors, their strong arms and masterfully crafted weapons make them hard opponents to face when a creature gets on their bad side. ***Skills for Hire.*** If asked politely (with "politely" implying a large amount of money), an azer artisan might lend a buyer their skills. Capable of creating and enchanting weapons and armor, an azer artisan may be willing to create the item featured under "Master Crafted Weapons" in its statblock. ___ >## Azer Lord >*Medium elemental, lawful neutral* >___ >- **Armor Class** 17 (natural armor) >- **Hit Points** 82 (11d8 + 33) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|13 (+1)|16 (+3)|15 (+2)|16 (+3)|17 (+3)| >___ >- **Saving Throws** Con +6 >- **Damage Immunities** fire, poison >- **Condition Immunities** poisoned >- **Senses** passive Perception 11 >- **Languages** Ignan >- **Challenge** 6 (2,300 XP) >- **Proficiency Bonus** +3 >___ >***Heated Body.*** A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. > >***Heated Weapons.*** When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). > >***Illumination.*** The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.. > >### Actions >***Multiattack.*** The azer makes two melee attacks. > >***Warhammer.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) fire damage. > >***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, the azer can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the azer. A creature can benefit from only one Leadership die at a time. This effect ends if the azer is incapacitated. > >### Reactions >***Parry.*** The azer adds 3 to its AC against one melee attack that would hit it. To do so, the azer must see the attacker and be wielding a melee weapon. ## Azer Lord Tough and charismatic, an azer lord is intimidating beyond their small stature. As the leader of a city or similar establishment, they need to be a strong face for their people. Also accomplished warriors and war leaders, azer lords lead their armies into battle when necessary. On the battlefield they lead from the front, inspiriting their men and felling the enemy. ___ >## Azer Priest >*Medium elemental, lawful neutral* >___ >- **Armor Class** 17 (natural armor, shield) >- **Hit Points** 77 (11d8 + 22) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|12 (+1)|15 (+2)|12 (+1)|16 (+3)|10 (+0)| >___ >- **Saving Throws** Con +4 >- **Damage Immunities** fire, poison >- **Condition Immunities** poisoned >- **Senses** passive Perception 13 >- **Languages** Ignan >- **Challenge** 4 (1,100 XP) >- **Proficiency Bonus** +2 >___ >***Divine Eminence.*** As a bonus action, the Azer Priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. > >***Heated Body.*** A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. > >***Heated Weapons.*** When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). > >***Illumination.*** The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet. > >***Spellcasting.*** The Azer Priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The Azer Priest has the following cleric spells prepared: > >Cantrips (at will): *mending*, *sacred flame*, *thaumaturgy* >1st level (4 slots): *cure wounds*, *guiding bolt*, *sanctuary* >2nd level (3 slots): *lesser restoration*, *spiritual weapon* >3rd level (2 slots): *dispel magic*, *spirit guardians* > >### Actions >***Warhammer.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. ## Azer Priest Azers are elemental warriors crafted from bronze native to the Elemental Plane of Fire. Whilst most azers are content with a life in the forges of their kingdoms, others turn to worship and oaths to fill their time. These azers often worship the elements themselves, ancient primordials, or gods of the forge and fire. Azers who prove their devotion to their gods are imbued with divine magic, allowing them to cast spells and smite with wrathful force. ___ >## Azer Priest of the Flame >*Medium elemental, lawful neutral* >___ >- **Armor Class** 17 (natural armor, shield) >- **Hit Points** 113 (15d8 + 45) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|12 (+1)|16 (+3)|13 (+1)|16 (+3)|13 (+1)| >___ >- **Saving Throws** Con +6, Wis +6 >- **Skills** Perception +6, Religion +4 >- **Damage Immunities** fire, poison >- **Condition Immunities** poisoned >- **Senses** passive Perception 16 >- **Languages** Ignan >- **Challenge** 7 (2,900 XP) >- **Proficiency Bonus** +3 >___ >***Extra Heated Weapons.*** When the azer hits with a metal melee weapon, it deals an extra 7 (2d6) fire damage (included in the attack). > >***Heated Body.*** A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. > >***Illumination.*** The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet. > >***Spellcasting.*** The azer is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared: > >Cantrips (at will): *mending*, *resistance*, *sacred flame* >1st level (4 slots): *command*, *healing word* >2nd level (3 slots): *aid*, *hold person*, *lesser restoration* >3rd level (3 slots): *dispel magic*, *glyph of warding*, *meld into stone* >4th level (3 slots): *banishment*, *freedom of movement*, *stone shape* >5th level (1 slot): *flame strike* > >### Actions >***Multiattack.*** The azer makes two melee attacks. > >***Warhammer.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage. > >### Reactions >***Fiery Retribution (3/day).*** When a creature within 5 feet of the azer hits the azer with an attack, and the azer can see the creature, the azer can force the creature to make a DC 14 Dexterity saving throw. The creature takes 13 (3d8) fire damage on a failed saving throw, and half as much damage on a successful one. ___ >## Azer Taskmaster >*Medium elemental, lawful neutral* >___ >- **Armor Class** 18 (natural armor, shield) >- **Hit Points** 90 (12d8 + 36) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|16 (+3)|12 (+1)|13 (+1)|14 (+2)| >___ >- **Saving Throws** Con +6 >- **Damage Immunities** fire, poison >- **Condition Immunities** poisoned >- **Senses** passive Perception 11 >- **Languages** Ignan >- **Challenge** 5 (1,800 XP) >- **Proficiency Bonus** +3 >___ >***Aura of Tyranny.*** An ally that is within 30 feet of the azer and can see and hear the azer and has less hit points than the azer has advantage to saving throws against being charmed and frightened. > >***Extra Heated Weapons.*** When the azer hits with a metal melee weapon, it deals an extra 7 (2d6) fire damage (included in the attack). > >***Heated Body.*** A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. > >***Illumination.*** The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet. > >***Spur Ally.*** As a bonus action, the azer targets an allied creature within 30 feet that can see and hear the azer and must have less hit points than the azer. The target takes 3 (1d6) damage and uses its reaction to make one melee attack with advantage on the roll. > >### Actions >***Multiattack.*** The azer makes two melee attacks. > >***Flail.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) bludgeoning damage damage plus 7 (2d6) fire damage. > >***Hurl Flame.*** *Ranged Spell Attack:* +5 to hit, range 60 ft., one target. *Hit:* 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. ___ >## Azer Zealot >*Medium elemental, lawful neutral* >___ >- **Armor Class** 17 (natural armor, shield) >- **Hit Points** 75 (10d8 + 30) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|12 (+1)|17 (+3)|12 (+1)|13 (+1)|10 (+0)| >___ >- **Saving Throws** Con +5 >- **Damage Immunities** fire, poison >- **Condition Immunities** poisoned >- **Senses** passive Perception 11 >- **Languages** Ignan >- **Challenge** 4 (1,100 XP) >- **Proficiency Bonus** +2 >___ >***Divine Fury (Recharges after a Long Rest).*** As a bonus action, the azer can magically infuse its attacks with divine energy. For 1 minute, the first creature the azer hits on each of its turns with a weapon attack takes 8 (1d6 + 5) radiant damage. > >***Extra Heated Weapons.*** When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). > >***Heated Body.*** A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. > >***Illumination.*** The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet. > >***Zealous Presence (Recharges after a Short or Long Rest).*** As a bonus action, the azer unleashes a battle cry infused with divine energy. Up to ten other creatures of its choice within 60 feet of it that can hear it gain advantage on attack rolls and saving throws until the start of its next turn. > >### Actions >***Multiattack.*** The azer makes two melee attacks. > >***Warhammer.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) bludgeoning damage damage, or 9 (1d10 + 4) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.