Lord of the Azer
Large elemental, lawful evil
Armor Class
18 (plate mail)
Hit Points
130 (16d10 + 42)
Speed
30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
16 (+3)
INT
13 (+1)
WIS
10 (+0)
CHA
14 (+2)
Damage Immunities
fire, poison
Condition Immunities
poisoned
Senses
darkvision 90 ft., passive Perception 10
Saving Throws
Str +8, Con +6
Skills
Athletics +8, Arcana +4, Intimidation +5
Languages
Ignan, Common
Challenge
8 (3,900 XP)
Legendary Resistance (1/Day). If the azer fails a saving throw, it can choose to succeed instead. This effect is granted by the Azer’s crown, so it if it somehow lost, this ability cannot be used.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 6 (1d12) fire damage.
Heated Weapons. When the azer hits with a metal melee or ranged weapon, it deals an extra 7 (2d6) fire damage (included in the attack).
Illumination. The azer sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
Actions
Multiattack. The azer makes two attacks with its maul or two with its throwing hammers.
Maul. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, plus 7 (2d6) fire damage.
Throwing Hammer. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 7 (2d6) fire damage.
Molten Slam (Recharge 5-6). The azer slams his maul down with such devastating force that the ground itself cracks open in a 30-foot cone and releases lava. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one.