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Azer

Azer

Azer Sentinel

  • Size: Medium
  • Type: Elemental
  • Alignment: Lawful Neutral
  • AC: 17
  • Initiative: +1 (11)
  • HP: 39 (6d8 + 12)
  • Speed: 30 ft
ATTRVALMODSAVE
STR17+3+3
Dex12+1+1
Con15+2+2
INT12+1+1
Wis13+1+1
CHA10+0+0
  • Immunities: Fire, Poison; Poisoned
  • Senses: Passive Perception 11
  • Languages: Primordial (Ignan)
  • CR: 2 (XP 450; PB +2)

Traits

Fire Aura. At the end of each of the azer's turns, each creature of the azer's choice in a 5 -foot Emanation originating from the azer takes 5 (1d10) Fire damage unless the azer has the Incapacitated condition.

Illumination. The azer sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

Actions

Burning Hammer. Melee Attack Roll: +5 , reach 5 ft . Hit: 8 (1d10 + 3) Bludgeoning damage plus 3 (1d6) Fire damage.

Lore & Background

Azers are humanoid creatures native to the Elemental Plane of Fire, embodying the fusion of flame and metal. These beings have bronze-colored skin that radiates heat and beards of living flame that never burn out. They are master craftsmen and warriors, combining their elemental nature with sophisticated metallurgy and martial prowess.

In their native plane, azers build great fortress-cities within active volcanoes and seas of molten lava. They serve as both guardians of ancient fire magic and creators of legendary weapons and armor. Their society is built around concepts of honor, craftsmanship, and the mastery of elemental forces.

When encountered on the Material Plane, azers are often summoned by those seeking their legendary smithing skills or bound by powerful magic users who covet their knowledge of fire magic. They maintain their dignity and martial pride even when serving others, viewing their situation as a test of their character and abilities.

Combat Tactics

Azers are disciplined warriors who fight with the tactical precision of professional soldiers. They prefer melee combat where their heated weapons and natural fire abilities can be most effective. Their weapons are always superheated, dealing additional fire damage to anything they strike.

In group combat, azers form organized battle lines and support each other with coordinated attacks. They use their fire immunity to fight in conditions that would be lethal to other creatures, often igniting the battlefield or fighting in areas already on fire.

When facing enemies vulnerable to fire, azers press their advantage aggressively. Against fire-resistant foes, they rely on their martial skill and tactical acumen, using their heated weapons and superior craftsmanship to overcome defensive measures.

Encounter Ideas

The Forge Prison: Azers have been enslaved to work in an underground forge, creating weapons for an evil army. They seek freedom and revenge against their captors.

The Elemental Embassy: Azers serve as ambassadors from the Elemental Plane of Fire, negotiating trade agreements for rare materials and magical knowledge.

The Volcanic Expedition: An active volcano contains an azer settlement, and characters must navigate both the dangerous environment and the suspicious inhabitants to achieve their goals.

The Master Smith: A legendary azer craftsman offers to create a unique magical item, but requires the characters to complete dangerous tasks to prove their worthiness.

Environmental Effects

Azer presence creates distinctive environmental changes:

  • Increased Temperature: The area around azers becomes noticeably warmer, with metal objects becoming hot to the touch
  • Flame Effects: Small fires may spontaneously ignite near azers, especially in dry or flammable environments
  • Metallic Scents: The air takes on the smell of heated metal and forge work
  • Heat Distortion: Visual distortions in the air around azers, similar to heat mirages

Treasure

Masterwork Items: Azers create weapons and armor of exceptional quality, often with fire-related enchantments or superior craftsmanship.

Elemental Materials: They possess rare materials from the Elemental Plane of Fire, including flame-touched metals and crystallized fire essence.

Forge Equipment: Specialized tools for working with elemental materials, including anvils, hammers, and bellows designed for extreme temperatures.

Flame Gems: Precious stones that burn with inner fire, valuable both as treasures and as components for fire magic.

Plot Hooks

The Broken Contract: An azer bound by an ancient contract seeks to fulfill the terms and gain freedom, but the original agreement has been lost or deliberately hidden.

The Plane War: Conflict between the elemental planes spills over into the Material Plane, with azers fighting alongside fire elementals against forces from opposing planes.

The Cooling World: Something is draining heat from the world, and azers are among the first to notice. They seek allies to investigate this threat to the elemental balance.

The Apprentice's Trial: A young smith seeks to learn from an azer master, but the training involves dangerous trials that test both skill and character in the face of elemental forces.