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 hammer attacks, or one Leaping Strike.
Hammer. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) bludgeoning damage. A creature hit by this attack is set on fire, and must spend their action on their turn to put out the flames or take 4 (1d8) fire damage
Hammer. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage. A creature hit by this attack is set on fire, and must spend their action on their turn to put out the flames or take 4 (1d8) fire damage
Hammer of Sol (Recharge 5-6). The Aspect throws a hammer at any target it desires in range. Regardless of whether the attack hits or not, the target of each attack and any creature within 5 ft. of the target must succeed on a DC 19 Dexterity saving throw or take 9 (2d8) fire damage, taking half damage on a successful save.
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.
Hammer Throw. The Aspect makes a ranged hammer attack.
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