Alazai

Large elemental, chaotic neutral

Armor Class 16 (natural armor)
Hit Points 149 (13d10 + 78)
Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 22 (+6) 10 (+0) 16 (+3) 20 (+5)

Saving Throws Dex +6, Wis +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Ignan
Challenge 10 (5,900 XP)
Proficiency Bonus +4

SPECIAL TRAITS

  • Conditional Invisibility. The alazai is invisible in most situations. The following situations reveal the alazai’s location and enough of its form that attack rolls against it don’t have disadvantage while the situation lasts:
    • In temperatures lower than 50 degrees Fahrenheit or for 1 round after it takes cold damage, the alazai’s natural heat outlines it in steam.
    • In darkness, the alazai’s burning eyes shine visibly, marking its location.
  • Elemental Nature. The alazai doesn’t require air, food, drink, or sleep.
  • Fire Form. The alazai can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the alazai or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage.
  • Iron Disruption. An alazai struck by a cold iron weapon (see page 6) becomes visible and can’t use its Hurl Flame attack or its Scorching Aura until the start of its next turn.

ACTIONS

  • Multiattack. The alazai makes two Burning Slam attacks or three Hurl Flame attacks.
  • Burning Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 11 (2d10) fire damage. If the target is a creature or flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
  • Hurl Flame. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 19 (4d6 + 5) fire damage.
  • Scorching Aura (Recharge 6). The alazai increases the power of its inner fire, causing metal weapons and armor to burn red-hot. Each creature within 30 feet of the alazai that is in physical contact with a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, takes 22 (5d8) fire damage and must succeed on a DC 16 Constitution saving throw or drop the object if it can. If it doesn’t drop the object (or take off the armor), it has disadvantage on attack rolls and ability checks until the start of the alazai’s next turn.

ABOUT

The air shimmers, and a humanoid form appears like a heat wave, its burning eyes lingering for an instant before it disappears.

A cousin to the djinni and the efreeti, alazai wander in the wastes and badlands of the world, preferring hot climates. Alazai aren’t nearly as social as other genies, and they are fiercely territorial, lashing out at anyone they feel has intruded upon their domain.

Veiled Foe. Alazai are made of fire but are naturally invisible.

A creature might hear the crackling of their flaming bodies or feel the heat radiating from them, but the genie remains invisible even when it attacks. Even creatures capable of seeing invisible creatures perceive only a vague suggestion of a humanoid form.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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