b'Alazai \n'b'  Large   elemental ,  chaotic neutral  \n'b'  Armor Class  16 (natural armor) \n'b' Hit Points  149 (13d10 + 78) \n'b' Speed  40 ft.\n'b' STATS STR: 21 (+5) DEX:  15 (+2)  CON:  22 (+6)  INT:  10 (+0)  WIS:  16 (+3)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +6,  Wis  +7 \n'b' Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities  fire, poison \n'b' Condition Immunities   exhaustion ,  poisoned  \n'b' Senses   darkvision  120 ft., passive  Perception  13 \n'b' Languages  Ignan \n'b' Challenge  10 (5,900 XP) \n'b' Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Conditional Invisibility . The alazai is  invisible  in most situations. The following situations reveal the alazai\xe2\x80\x99s location and enough of its form that  attack  rolls against it don\xe2\x80\x99t have disadvantage while the situation lasts: \n'b'\n'b' In temperatures lower than 50 degrees Fahrenheit or for 1 round after it takes cold damage, the alazai\xe2\x80\x99s natural heat outlines it in steam. \n'b' In darkness, the alazai\xe2\x80\x99s burning eyes shine visibly, marking its location. \n'b'\n'b'  Elemental Nature . The alazai doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Fire Form . The alazai can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the alazai or hits it with a  melee attack  while within 5 feet of it takes 4 (1d8) fire damage. \n'b'  Iron Disruption . An alazai struck by a cold iron weapon (see page 6) becomes visible and can\xe2\x80\x99t use its Hurl Flame  attack  or its Scorching Aura until the start of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The alazai makes two Burning Slam attacks or three Hurl Flame attacks. \n'b'  Burning Slam .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 14 (2d8 + 5) bludgeoning damage plus 11 (2d10) fire damage. If the target is a creature or flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. \n'b'  Hurl Flame .  Ranged Spell Attack : +9 to hit, range 120 ft., one target.  Hit : 19 (4d6 + 5) fire damage. \n'b'  Scorching Aura (Recharge 6) . The alazai increases the power of its inner fire, causing metal weapons and armor to burn red-hot. Each creature within 30 feet of the alazai that is in physical contact with a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, takes 22 (5d8) fire damage and must succeed on a DC 16  Constitution  saving throw or drop the object if it can. If it doesn\xe2\x80\x99t drop the object (or take off the armor), it has disadvantage on  attack  rolls and ability checks until the start of the alazai\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' The air shimmers, and a humanoid form appears like a heat wave, its burning eyes lingering for an instant before it disappears. \n'b' A cousin to the djinni and the efreeti, alazai wander in the wastes and badlands of the world, preferring hot climates. Alazai aren\xe2\x80\x99t nearly as social as other genies, and they are fiercely territorial, lashing out at anyone they feel has intruded upon their domain. \n'b'  Veiled Foe . Alazai are made of fire but are naturally  invisible . \n'b' A creature might hear the crackling of their flaming bodies or feel the heat radiating from them, but the genie remains  invisible  even when it attacks. Even creatures capable of seeing  invisible  creatures perceive only a vague  suggestion  of a humanoid form.'