Extra Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 7 (2d6) fire damage (included in the attack).
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.
Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Multiattack. The azer makes two melee attacks.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage.
Combust. The azer targets one creature it can see within 60 feet of it. The target makes a DC 14 Wisdom saving throw. On a failed save, the target takes 12 (2d8 + 3) fire damage and catches fire. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. On a successful save, the target takes half as much damage and doesn't catch fire.
Spellcasting. The azer casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks):
At will: mending, resistance, sacred flame (2d8)
2/day each: burning hands, command, cure wounds, scorching ray
1/day each: banishment, fireball, flame strike, glyph of warding (as an action), wall of fire
Fiery Retribution (3/Day). When a creature within 5 feet of the azer hits the azer with an attack, and the azer can see the creature, the azer can force the creature to make a DC 14 Dexterity saving throw. The creature takes 13 (3d8) fire damage on a failed save, and half as much damage on a successful one.
Description
Divine practitioners who worshipped Dumathoin, Gorm Gulthyn, Kossuth, Laduguer, or Moradin, priests of the flame often serve as leaders or chief advisors to their kings.
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