Azer
Medium Elemental, lawful neutral
450 XP
Special Abilities
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 two hands to make a melee attack, plus 3 (1d6) fire damage.
Quick Reference
Running This Encounter
Azers are disciplined, intelligent fire elementals that fight with tactical precision. Position them near environmental hazards like lava, forges, or magical flames to maximize their threat. They work well in small groups or as lieutenants to more powerful fire-based creatures. Use their ability to speak Common to deliver threats, demands, or negotiate before combat escalates.
Combat Tactics
Azers open combat with their multiattack, combining melee strikes with scorching rays. They use hit-and-run tactics, retreating toward fire sources or allies to maintain battlefield control. They prioritize casters and healers, focusing fire to eliminate threats quickly.
Environment & Setting
Azers thrive in volcanic regions, active forges, elemental planes, and fire temples. Ideal encounters feature natural fire sources that restore their HP or provide cover.