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.
Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) 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.
Command strike. As a bonus action the Azer Taskmaster can command one ally that it can see within 30-feet to make a single weapon attack with its reaction.
Multiattack. The Azer Taskmaster makes 2 chain whip attacks, any of these attacks can be replaced with a ensnaring chain attack against a creature grappled by his chain whip.
Chain whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, plus 3 (1d6) fire damage. A creature hit by the chain whip is grappled, DC 16 to escape. The Taskmaster can have up to 2 targets grappled with the two ends of his chain whip.
Ensnaring chain. A creature grappled by the chain whip becomes wrapped in chain and is restrained (if it isn't already), they take 12 (4d6) fire damage.
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