How the Monsters Have Changed in the 2025 Monster Manual: Azer

azer hed.jpg


Wondering how the monsters have changed in the new 2025 Monster Manual? We're comparing statblocks between the 2014 and 2025 Monster Manual to see exactly how the various monsters have been rebalanced. Today, we're looking at the Azer.

While the Azer have a lengthy lore entry in the 2014 Monster Manual, that has largely been removed in favor of a single sentence that specifies that they live in the multiverse's "mightiest infernos." Interestingly, the azer are now described as being "living bronze folk" as opposed to creatures made of fire with metallic skin.

There are now two Azer statblocks in the 2025 Monster Manual. The Azer Pyromancer is a CR 6 spellcasting creature with access to Fireball and Fiendish Rebuke, while the Azer Sentinel is the equivalent to the 2014 Azer statblock.

In terms of stats, the Azer Sentinel remains unchanged from its 2014 equivalent. AC, HP, saving throws, and ability scores are all unchanged. The Azer Sentinel's Heated Body ability is now a Flame Aura and affects all creatures within 5 feet (of the Azer's choosing) by dealing 5 points (1d10) of Fire damage at the end of the Azer's turn. The Warhammer attack is now a Burning Hammer attack and always deals the same amount of damage (1d10+3 bludgeoning + 1d6 fire damage) as opposed to having variable damage based on whether its using one or two hands to hold the warhammer.

Full statblocks are below:

2025 Monster Manual

Screenshot 2025-02-11 at 7.29.40 AM.png


2014 Monster Manual

Screenshot 2025-02-11 at 7.30.14 AM.png
 

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Christian Hoffer

Christian Hoffer


I like that they're eliminating the one- or two-handed design pattern for monsters. I haven't had a single instance where I've had a monster switch grip in the 7 years I've been running 5th edition games. While that's just my experience, it feels like unnecessary complexity in the statblock to me.
It's one of things that suggests maybe there was, at some point, another layer of tactical complexity where having a free hand would matter, but it got edited out.
 

2nd time we have seen the shift of "when an enemy touches or hit a creature they take damage" to "when the monster ends its turn near you should take damage".

I like the shift, it puts the control more in the dm hands on how to direct the damage, and provides more balance to hit any party member rather than just melee characters that get punished. It also stabalizes the damage, its a single instance rather than one that could be triggered 2-3 times when players have extra attacks/action surge....so it keeps the damage variability lower.

So yeah overall I'm a fan of the shift.
 

I've got the MM 2014 and MM 2025 Azer sections side by side to compare layout and lore. It's frankly a bit shocking to see the difference in the amount of words spent on lore, and I'm concerned that three sentences aren't enough to give new DMs an idea of what to do with azers or how to fit them into the world. The Azer Pyromancer is a great addition to the MM2025, but it and the slightly larger typeface really shortchanged the azer specifically.
 

Azers are dwarf-like elementals from the Plane of Fire. They're quite easy to fit into the world for anyone who has even a concept of Dwarves. Just lean into the FIAH bit. Remember, Our Dwarves are All the Same.

I personally like to make Dwarves the material plan echo of Azers, Galeb Duhr, Eisk Jaat, etc, but this is just my own lore. I also like the idea of Azers forging their own kin in their kilns. But these sorts of plays on it are really not necessary. Azers are dwarves with an fire elemental twist. That's all. People know how to use dwarves. People know how to use fire. They don't need more lore in the MM on Azers.
 

I like that they're eliminating the one- or two-handed design pattern for monsters. I haven't had a single instance where I've had a monster switch grip in the 7 years I've been running 5th edition games. While that's just my experience, it feels like unnecessary complexity in the statblock to me.
That makes some sense, but I don't like what that means for stat blocks like the Warrior Infantry who has a spear but no shield, so should default to the 2-handed damage. It makes sense to simplify it to only having one version in the stat block, but it should be the more appropriate version - like 1d6 for the Guard (spear & shield), 1d8 for the Warrior (spear with no shield). If they forgo the shield, they should automatically get the 2-handed damage.
 

That makes some sense, but I don't like what that means for stat blocks like the Warrior Infantry who has a spear but no shield, so should default to the 2-handed damage. It makes sense to simplify it to only having one version in the stat block, but it should be the more appropriate version - like 1d6 for the Guard (spear & shield), 1d8 for the Warrior (spear with no shield). If they forgo the shield, they should automatically get the 2-handed damage.
Because it's CR 1/8 and has Pack tactics.
 


Would a single point more average damage break that, though?
It's not the single point of damage.

It's being CR 18 and having pack tactic.

It's CR is so low that you can have a lot of them in your XP budget even at low level
And with Pack Tactics, they won't miss.

They are a bad turn with good tactic. Too much a push lead to a TPK in Tier 1.
 

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