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.
Superheated Equipment. When the azer hits with a metal melee weapon, it deals an extra 7 (2d6) fire damage (included in the attack).
Illumination. The azer sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
Multi-attack. The azer guard captain makes two attacks with its Warhammer of Incineration.
Warhammer of Incineration. Melee Weapon Attack: +7 to hit. Two-handed. Reach 10 ft. One target. On a successful hit, weapon deals 8 (1d10 + 3) bludgeoning damage and an additional 6 (2d6) fire damage. Overcomes resistance and immunity to fire. Requires attunement.
Warhammer Flame Barrier. The azer guard captain adds 3 to its AC against a ranged spell attack that would hit it by raising his Warhammer of Incineration and creating a protective barrier of flame. If the attack is still successful, the attacker takes 5 (1d10) fire damage as a spiral of flame tracks the spell back to its origin. To use this ability, the azer guard captain must see the attack and be wielding the Warhammer of Incineration.
Flame Rage. The azer guard captain can engulf itself in a flash of flames at will. Any creature within 5 feet of it takes 5 (1d10) fire damage.
Multi-attack. The azer guard captain makes two attacks with its Warhammer of Incineration.
Previous Versions
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1/4/2023 2:50:49 AM
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2
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2
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1
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Coming Soon
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