Medium Elemental, Lawful Neutral
Armor Class 16 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
13 (+1)
CHA
10 (+0)
Saving Throws DEX +7, CON +6
Skills Acrobatics +7, Stealth +7
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Passive Perception 11
Languages Ignan
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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.

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

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

Actions

Multiattack. The Azer Sergeant makes two ranged or melee attacks.

Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. 

Flaming Crossbow. Ranged Weapon Attack: +7 to hit, range 150/600, one target. Hit 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage.

Spew Flame (3/day). The Azer can expend a charge from his magical crossbow  and turn it sideways to spend forth a torrent of magical flame in a 30-foot cone, anyone caught in the blast must make a DC 15 dex save, taking 21 (6d6) fire damage on a fail, half damage on a success. 

Reactions

Uncanny Dodge. The Azer Sergeant  halves the damage that it takes from an attack that hits it. The Azer Sergeant must be able to see the attacker. 

goldengiant2

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