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.

large
elemental
cr8
nerzugals-extended-bestiary