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Azer

Medium Elemental, lawful neutral

CR 2

450 XP

AC: 17 (natural armor, shield)
HP: 39 (6d8+12)
Speed: walk 30 ft.
Senses: passive Perception 11
Languages: Ignan
STR
17
+3
DEX
12
+1
CON
15
+2
INT
12
+1
WIS
13
+1
CHA
10
+0

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

Challenge: CR 2
Type: Elemental
Size: Medium
Alignment: lawful neutral
Best for party of 4 at level 4-6

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.