Medium Humanoid, Neutral
Armor Class 15
Hit Points 11 (2d6 + 2)
Speed 30 ft.
STR
13 (+1)
DEX
14 (+2)
CON
10 (+0)
INT
15 (+2)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws DEX +4, INT +4, WIS +2
Skills Acrobatics +4, Arcana +7, History +6, Insight +2, Perception +3, Religion +6
Senses Passive Perception 13
Languages Common, Ancient Osiriani, Kelish, Osiriani
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Intense spells (+1 damage)

Spellcasting. The Azaz is a 2-level spellcaster. Its spellcasting ability is INT (spell save DC 14, +3 to hit with spell attacks). The Azaz has following Evoker spells prepared:
Cantrips (at will): detect magic, light, ray of frost
1st level (# slots): mage armor, magic missile, shocking grasp, grease, flaming sphere

Actions

Before Combat: Azaz casts mage armor before combat.

During Combat: Azaz uses grease and flaming sphere to control the battlefield while staying close to Khelru in case he needs healing. He makes liberal use of his wand of vanish, and uses it on his familiar, Zazu, as well, to help Zazu make poison sting attacks. If the situation looks dire, Azaz casts shocking grasp.

Morale: Afraid to look weak, Azaz is not inclined to surrender, and he certainly won't abandon Khelru, but if he is reduced to fewer than 6 hit points and is suffering from a negative condition, Azaz gives in and admits defeat.

Action Melee Attack. Club Attack: +2 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 1) Bludgeoning damage. 

Action Ranged Attack. Dagger Attack: +3 to hit, range 20/60 ft., 1 target. Hit: 3 (1d4 + 1) Piercing damage.

Monster Tags: humanoidHuman

GingerHammar

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