Brute. A melee weapon deals one extra die of its damage when the azer hits with it (included in the attack).
Elemental Nature. An azer doesn’t require food, drink, or sleep.
Forge Master. Once per turn, the azer has advantage on one attack roll if the target is wearing armor made of metal.
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 (1d6) 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.
Multiattack. The elite azer makes two Maul attacks.
Maul. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage, plus 16 (2d6) fire damage
Heat Burst (recharge 6). The azer expels excess heat from its body. Each creature within 20 feet of the azer must make a DC 15 Constitution saving throw, taking 31 (9d6) fire damage on a failed save, or half as much damage on a success
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