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AC 16 (natural armor, buckler shield)

HP 39 (6d8 + 12; bloodied 19)

Speed 30 ft.

Proficiency +2; Maneuver DC 13

Damage Vulnerabilities cold

Damage Immunities fire, poison

Condition Immunities poisoned

Senses passive Perception 11

Languages Ignan

Fiery Aura. A creature that ends its turn within 5 feet of one or more azers takes 5 (1d10) fire damage. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.


Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 3 (1d6) fire damage.

Heat Metal. Ranged Spell Attack: +4 to hit, range 60 ft., one creature wearing or holding a metal object. Hit: 9 (2d8) fire damage. If a creature is holding the object and suffers damage, it makes a DC 12 Constitution saving throw , dropping the object on a failure. 


Fire Step. While standing in fire, the azer can magically teleport up to 90 feet to a space within fire.


Azers fight in melee when possible, dealing damage with their Fiery Aura and hammer. When possible, they maintain a string of bonfires they can use to make quick advances and retreats with Fire Step.


Adrin, Bellowbright, Pyrth, Runewright, Skirn, Zintha

Legends and Lore 

With an Arcana or History check, characters can learn the following:

DC 15 Azers are beings made of bronze and fire. They are so hot that merely approaching them is dangerous. They detest cold.

DC 20 Azers are native to the Plane of Fire and are that plane’s finest smiths. They can teleport from one fire to another.


Azers are beings of living flame bound within dwarflike bodies made of bronze. They are widely considered the finest smiths in the multiverse, due to the part they played in the construction of the City of Brass, the largest settlement on the Elemental Plane of Fire. This project also kindled the azers’ legendary hatred of the efreet, who attempted to enslave their former allies once the city was complete.

Ordered Flame. Though native to the Plane of Fire, azers do not arise spontaneously from that burning chaos. Instead, they are born when an existing azer forges a body from bronze and fills it with its own life force, bringing order to an otherwise formless flame. Though some azers submit to their fiery inner impulses, most embody the discipline that went into their creation.

Death Masks. When an azer dies, its body melts into a puddle of inert metal—except for its face, which remains locked in the expression it held the moment the azer perished. Unscrupulous collectors value these bronze “death masks” as curiosities, but many azers consider their theft a grave offense. Some azers display such masks in places of honor as a reminder of their fallen kin.


1 Looking for precious metals and gems to trade for or take by force

2 Tending a fire they can use to plane shift to their fiery realm

3 Mining or forcing prisoners to mine

4 Fleeing or hunting an efreeti


1 Smoky smell

2 Clattering of metal and flickering orange light

3 Iron-shod bootprints

4 Deep gnome commoner as a captive or scout


Azers are native to the Plane of Fire but build outposts near lava and other superheated environments.

CR 3–4 2 azers

Treasure 200 gp, a collection of perpetually-warm brass scraps (75 gp to the right buyer) 

CR 5–10 azer forgemaster with 2 or 3 azers ; 2 to 4 azers with salamander nymph

Treasure 600 gp, brass medium shield 1

CR 11–16 3 to 5 azers with fire elemental ; azer forgemaster with 3 to 5 azers ; 5 to 7 azers

Treasure 4 1-pound mithral bars (750 gp each), [[weapon +1| +1 warhammer]] (grants advantage on smith’s tools checks)

Monster Type Description

Elementals are creatures from one of the Elemental Planes. The most basic of elementals are earth elementals , fire elementals , water elementals , and air elementals , each composed of magically animate earth, fire, and so on. The Elemental Planes are also home to genies, mephits , and other elemental creatures.