Elemental Nature. An azer doesn’t require food, drink, or sleep.
Forge Master. Once per turn, the azer has advantage on one attack roll against a target 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 azer soldier makes one Warhammer attack and one Shield Bash attack.
Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage, plus 3 (1d6) fire damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Parry. The azer adds 2 to its AC against one melee attack that would hit it. To do so, the azer must see the attacker and be wielding a melee weapon.
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