Fire Absorption. Whenever the aspect is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form. The aspect is immune to any spell or effect that would alter its form.
Magic Resistance. The aspect has advantage on saving throws against spells and other magical effects.
Magic Weapons. The aspect's weapon attacks are magical.
Quench Cracking. When the aspect takes cold damage, it gains vulnerability to bludgeoning and force damage until it next takes fire damage.
Aura of the Forge. Any creature within 10 feet of the Aspect takes 5 (2d4) fire damage if they start or end their turn inside the aura.
Multiattack. The Aspect makes two maul attacks, or one Leaping Strike.
Maul. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. A creature hit by this attack must make a DC 19 Constitution saving throw or be blinded until the end of their next turn.
Leaping Strike. The Aspect leaps to a target within 90 horizontal feet of it. There must be reasonable space for the Aspect to jump to the target, and the Aspect must have space to land in that does not occupy the target's space. The Aspect can make a Maul attack against any creature within range of the space it lands in. Additionally, Any creature within 15 feet of the Aspect after it lands musts succeed on a DC 19 Strength saving throw or be pushed 10 feet and knocked prone.
Heat Metal. The Aspect casts heat metal, but the target must be either within 10 feet or over 30 feet away.
Bursting Shine. The Aspect explodes with radiant energy. Any creature that can see the Aspect must succeed on a DC 19 Constitution saving throw or lose their reaction that round. A creature that has already expended their reaction that round is stunned until the start of their next turn.
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