AC 16 (natural armor, buckler shield)
HP 78 (12d8 + 24; bloodied 39)
Speed 30 ft.
Proficiency +2; Maneuver DC 14
Damage Vulnerabilities cold
Damage Immunities fire, poison
Condition Immunities poisoned
Senses passive Perception 13
Languages Common, 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.
ACTIONS
Multiattack. The azer attacks with its returning hammer and uses Bonfire if available.
Returning Hammer. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 feet, one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 7 (2d6) fire damage. The azer’s hammer returns to its hand after it’s thrown.
Bonfire (3/Day). A 5-foot-square space within 60 feet catches fire. A creature takes 10 (3d6) fire damage when it enters this area for the first time on a turn or starts its turn there. A creature can use an action to extinguish this fire.
BONUS ACTIONS
Fire Step. While standing in fire, the azer can magically teleport up to 90 feet to a space within fire.
Combat
The azer forgemaster uses its Bonfire ability not only to damage enemies but also to provide tactical movement options for itself and its minions. It remains in or near a bonfire. It starts combat by throwing hammers from the back lines if it can, but advances to fight in melee after several allies are killed. When close to death, it uses Fire Step to escape.
Names
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.
Azer forgemasters lead efforts to create outposts on other planes. Each forgemaster on the Material Plane knows the hidden location of a permanent portal to the Elemental Plane of Fire.
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)
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.