Extra Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) 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.
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
Divine Fury (Recharges after a Long Rest). The azer magically infuses its attacks with divine energy. For 1 minute, the first creature the azer hits on each of its turns with a weapon attack takes 8 (1d6 + 5) radiant damage.
Zealous Presence (Recharges after a Short or Long Rest). The azer unleashes a battle cry infused with divine energy. Up to ten other creatures of its choice within 60 feet of it that can hear it gain advantage on attack rolls and saving throws until the start of its next turn.
Description
Fierce fanatics, zealots are near-fearless warriors often found in the frontlines of battle, their mere presence bolstering and emboldening their allies.
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