Free interactive D&D 5e SRD stat block

Azer Sentinel

Medium Elemental, CR 2, AC 17, 39 HP. Lawful Neutral.

Medium Elemental, Lawful Neutral

AC
17
Initiative
+1 (11)
HP
39 (6d8+12)
Speed
30 ft.
ScoreModSave
STR 17 +3 +3
DEX 12 +1 +1
CON 15 +2 +4
INT 12 +1 +1
WIS 13 +1 +1
CHA 10 +0 +0
Immunities
Fire, Poison, Poisoned
Senses
Passive Perception 11
Languages
Primordial (Ignan)
CR
2 (XP 450; PB +2)

Traits

Fire Aura. At the end of each of the azer's turns, each creature of the azer's choice in a 5-foot Emanation originating from the azer takes 5 (1d10) Fire damage unless the azer has the Incapacitated condition.

Illumination. The azer sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

Actions

Burning Hammer. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10+3) Bludgeoning damage plus 3 (1d6) Fire damage.

How to run Azer Sentinel

An azer sentinel is a doorstop with a temper. The whole creature is built around standing in one spot, glowing, and punishing whatever steps inside reach. AC 17 and 39 HP let it absorb a round or two from a CR-2-appropriate party, and Fire Aura does the actual mathematical work: 5 fire damage at the end of each azer turn to every chosen creature inside the 5-foot emanation, on top of the Burning Hammer hit for about 8 bludgeoning plus 3 fire on a +5 attack.

Position the azer in chokepoints. A doorway, a bridge over a forge channel, the foot of a stair. The 30-foot walk speed and the lack of any movement abilities mean an azer that gets isolated in open ground is just a slow target, but an azer guarding a 5-foot-wide gap forces every melee PC to either eat aura damage every round or stay back and try to range it down. Pair two azers with their fire emanations overlapping for a 10-foot kill zone the rogue absolutely cannot tumble through. Remember Illumination: an azer is a 10-foot Bright Light source, so it cannot hide and the dim-light caster has nowhere to skulk inside a forge full of sentinels.

Fire and poison immunity protect the azer from the obvious problem-solving spells. A party with no cold, force, or radiant options is going to grind. The Poisoned condition immunity also closes off Stinking Cloud and most rogue poisons.

Azers do not retreat. They are bound to their post. If the party walks away the azer holds the line, and if the party comes back the azer is still there. Treat the corpse as a recovered piece of furniture, not a slain enemy. The smith who employed it will want it back.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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