Medium Elemental, Lawful Neutral
Armor Class 17 (natural armor, shield)
Hit Points 39 (10d8 + 30)
Speed 30 ft.
STR
19 (+4)
DEX
12 (+1)
CON
17 (+3)
INT
12 (+1)
WIS
13 (+1)
CHA
10 (+0)
Saving Throws CON +5
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Passive Perception 11
Languages Ignan
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Extra Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

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.

Illumination. The azer sheds bright light in a 10-­foot radius and dim light for an additional 10 feet.

Divine Fury (Recharges after a Long Rest). As a bonus action, the azer can magically infuse its attacks with divine energy.  For 1 minute, the first creature the azer hits on each of its turns with a weapon attack takes 8 (1d6+5)  radiant damage.

Zealous Presence (Recharges after a Short or Long Rest). As a bonus action, the azer unleashes a battle cry infused with divine energy. Up to ten other creatures of its choice within 60 feet of it that can hear it gain advantage on attack rolls and saving throws until the start of its next turn.

Actions

Multiattack. The azer makes two melee attacks.

Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage.

Description

Fierce fanatics, zealots are often found in the frontlines of battle, their mere presence bolstering and emboldening their allies.

Marduk2012

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