Storms of Anaias

Azrelkuril

Medium monstrosity, chaotic evil


The Azrelkuril, born from the twisted fusion of corrupted energies belonging to the essences of Ya and Vi, are grotesque beings that traverse the land with heavy stomps, wielding large wooden clubs and an insatiable appetite for the flesh of unsuspecting prey. The originator of their creation during the tumultuous Time of the Shattering has been lost to history, but remnants of their existence can be found in various towers, keeps, and dungeons scattered throughout the lands of Urngor, often guarded by packs of these abominations.

Standing at a height of five to six feet, the Azrelkuril possess a sickly blue-hued skin, marred by the presence of algae growths that speckle their misshapen features. Their heads bear an uncanny resemblance to that of a squid, while their sagging skin forms revolting wrinkles, as if they had been carelessly poured into their misshapen forms. Despite their repulsive appearance, the Azrelkuril possess a savage cunning, wielding just enough intellect to efficiently hunt their victims and engage adversaries in battle.

When encountering Azrelkuril, one must be prepared for their viciousness and their ability to employ basic tactical strategies. Their grotesque strength and tenacity make them formidable opponents, capable of inflicting substantial damage with their hefty wooden clubs. Additionally, the Azrelkuril's unsettling appearance, combined with their primal instincts, makes them relentless hunters, ever in pursuit of fresh prey.

Explorers and adventurers traversing the lands of Urngor should remain vigilant and prepared to face these monstrous creations. The Azrelkuril pose a threat to both individual travelers and larger groups, requiring careful strategy and combat prowess to overcome.


Armor Class 14 (natural armor)

Hit Points 65 (10d8 + 20)

Speed 30 ft.

STR 18 (+4), DEX 12 (+1), CON 14 (+2), INT 8 (-1), WIS 10 (+0), CHA 6 (-2)

Skills Perception +2, Stealth +3

Damage Resistances Bludgeoning, Piercing, and Slashing from non-magical attacks

Senses Darkvision 60 ft., passive Perception 12

Languages None

Challenge Rating 3 (700 XP)


Ambusher The Azrelkuril has advantage on attack rolls against any creature it surprised.

Brute A melee weapon deals one extra die of its damage when the Azrelkuril hits with it (included in the attack).

Multiattack The Azrelkuril makes two club attacks.

Club Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Relentless Pursuit If the Azrelkuril is reduced to half its hit points or fewer, it gains advantage on saving throws against being charmed or frightened.

Vulnerable to Fire The Azrelkuril takes double damage from fire-based attacks.