Azer Elite

Family: Azer

Medium elemental, lawful neutral

Armor Class 18 (plate)
Hit Points 85 (10d8 + 40)
Speed 40 ft.

22 (+6) 12 (+1) 19 (+4) 12 (+1) 15 (+2) 10 (+0)

Saving Throws Strength +9, Constitution +7
Skills Athletics +9, Perception +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities poisoned
Senses passive Perception 15
Languages Ignan
Challenge 8 (3,900 XP)

Special Traits

  • Brute. A melee weapon deals one extra die of its damage when the azer hits with it (included in the attack).
  • Elemental Nature. An azer doesn’t require food, drink, or sleep.
  • Forge Master. Once per turn, the azer has advantage on one attack roll if the target is wearing armor made of metal.
  • Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.
  • Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 7 (2d6) fire damage (included in the attack).
  • Illumination. The azer sheds bright light in a 20-foot radius and dim light for an additional 20 feet.


  • Multiattack. The elite azer makes two Maul attacks.
  • Maul. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) fire damage.
  • Heat Burst (recharge 6). The azer expels excess heat from its body. Each creature within 20 feet of the azer must make a DC 15 Constitution saving throw, taking 31 (9d6) fire damage on a failed save, or half as much damage on a success.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

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