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.
Overheated Weapons. When the azer hits with a metal melee weapon, it deals an extra 6 (2d6) 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.
Multiattack. Balavar takes two strikes with his overheated warhammer.
Overheated Warhammer. Melee Weapon Attack: +5 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 6 (2d6) fire damage.
Balavar can take two legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Balavar regains spent legendary actions at the start of its turn.
Warhammer. Balavar attacks once using his warhammer.
Vulcanic Slam (Costs 2 Actions). Balavar slams the ground with all his might, shaking the earth and causing it to erupt in a 15ft. radius. Everyone hit takes 9 (3d6) fire damage and must make a DC14 Dexterity Saving throw or be knocked prone.
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