Large Elemental, Lawful Neutral
Armor Class 17 (natural armor, shield)
Hit Points 161 (14d10 + 84)
Speed 40 ft.
STR
22 (+6)
DEX
10 (+0)
CON
22 (+6)
INT
11 (+0)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws CON +10
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Passive Perception 10
Languages Ignan
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 10 (2d10) fire damage.

Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 21 (6d6) fire damage (included in the attack).

Illumination. The azer sheds bright light in a 20-­foot radius and dim light for an additional 20 feet.

Actions

Multiattack. The azer makes two attacks with its warhammer and one Hurl Flame attack.

Warhammer. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage, or 17 (2d10 + 6) bludgeoning damage if used with two hands to make a melee attack, plus 21 (6d6) fire damage.

Hurl Flame. The azer ignites a small sphere of flame in its hand and hurls it at a creature it can see within 120 feet of it. The target must make a DC 16 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Description

An azer towering guardian is a larger, stronger entity crafted by azers when they need to safeguard an especially valuable item or location. The construction of such a being is rare since the process by which a towering guardian is created requires enough of the creator's inner flame to render that azer effectively useless to the clan (and thus expendable).

TheAlmightyN

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