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 (1d12) 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.
Rage, 2/day. As a bonus action on it's turn in combat, the Rager can enter a trance like battle range. It gains resistances to all kinetic damage, advantage on all strength check and saving throws against charm and fear effects, and can add +2 to strength based damage rolls. This effect lasts for 1d4 rounds.
Elemental Rebuke. In response to being bloodied (brought below 47 hit points), the Rager may use a reaction, or an action on it's turn, to unleash a fury of flame around it. All creatures within 10 ft. of the Rager must make a DC 14 (Dexterity) Saving Throw, or take 3d12+4 fire damage, or half on a successful save.
Multiattack. The Rager makes two attacks with it's spiked gauntlet.
Spiked Gauntlets. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4 or 6) bludgeoning damage, plus 6 (1d12) fire damage.
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