Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 10 (2d10) fire damage.
Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 21 (6d6) fire damage (included in the attack).
Illumination. The azer sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Multiattack. The azer makes two attacks with its warhammer and one Hurl Flame attack.
Warhammer. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage, or 17 (2d10 + 6) bludgeoning damage if used with two hands to make a melee attack, plus 21 (6d6) fire damage.
Hurl Flame. The azer ignites a small sphere of flame in its hand and hurls it at a creature it can see within 120 feet of it. The target must make a DC 16 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Description
An azer towering guardian is a larger, stronger entity crafted by azers when they need to safeguard an especially valuable item or location. The construction of such a being is rare since the process by which a towering guardian is created requires enough of the creator's inner flame to render that azer effectively useless to the clan (and thus expendable).
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