My Dad’s Monster Manual – Azer

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My father has always enjoyed a good story where a villain is defeated without violence. I suppose since he’s more an intellectual person than an athletic one (just like me), that is a very appealing thing. Brains over brawn! But more than seeing himself as the hero, I think my dad likes to believe that many people can change if the right person stands up to them. He values right over wrong and believes sometimes the simple equation of good is greater than evil should be enough to win the day alone.

Why bring this up? Because this philosophy of my father’s has led me down a road to an interesting game mechanic. Below is his take on the classic D&D azer! Instead of elemental, this fiery being is now a fiend from the Nine Hells called a burlon. Let me know what you think of the Intimidating Banishment feature this critter has in the comments below!

Burlon (Azer)

You can send them back to Hell by calling them out like bullies.

Lucian J. Introcaso

Havoc-wreaking fiends that serve devils, burlons are forces of chaos and destruction. As their fiery beards, hair, and weapons suggest, they just want the world to scream and burn.

Burlons have builds similar to dwarves.

Sold Chaotic Souls. When a devil acquires the soul of a truly chaotic humanoid via infernal contract, the reborn creature emerges from the River Styx not as a lemure but as a burlon. Even the magic current of the river could not wipe the chaos from the being’s soul. Though bound to the devil who made the deal, burlons are difficult to control and desire only fiery destruction.

Devil Dirty Work. Devils keep burlons contained and do not allow the chaotic fiends to fight in the Blood War. A burlon fighting along side a devil is just as likely to harm infernal ranks as abyssal. However, when a devil desires the total annihilation of an enemy outside of the Lower Planes, they send one or more burlons to wreak havoc. Burlons have gleefully burned entire cities of the Material Plane to the ground, showing the world their devil masters are not to be crossed.

Burning Bullies. Burlons take pleasure in fear and pain, but actually cannot stand being insulted. If a burlon on a plane other than the Nine Hells feels enough embarrassment or shame, the creature is instantly banished back to its infernal home.


Medium fiend, chaotic evil

Armor Class 13 (natural armor)

Hit Points  75 (10d8 + 30)

Speed  30 ft.

20 (+5)12 (+1)16 (+3)10 (+2)12 (+1)16 (+3)

Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered

Damage Immunities fire, poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive perception 11

Languages Infernal

Challenge 4 (1,100 XP)

Heated Body. A creature that touches the burlon or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

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

Illumination. The burlon sheds bright light in a 15-foot radius and dim light for an additional 15 feet.

Innate Spellcasting. The burlon’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The burlon can innately cast the following spells, requiring no material components:

At will: fire bolt

1/day: fireball

Intimidating Banishment. When the burlon is on a plane that is not the Nine Hells and a creature that is not frightened within 30 feet of the burlon that the burlon can hear and understand uses an action to verbally embarrass, insult, or shame the burlon and succeeds on a DC 20 Charisma (Intimidation) check, the burlon is banished to its home in the Nine Hells.


Multiattack. The burlon uses Frightful Presence then makes two attacks.

Frightful Presence. Each creature of the burlon’s choice within 30 feet of it and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the burlon is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the burlon’s Frightful Presence for the next 24 hours.

Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 10 (1d10 + 5) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

What Do You Think?

So how did Pop do? And how did I do with that Intimidating Banishment feature? Let me know in the comments below.

Help Me Playtest

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