Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 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 ft..
Sneak Attack. +2d6.
Anvil of Thunder. If an azer hits the same creature with both its axe and hammer in the same round, the creature must make a DC 15 Fortitude save or be incapacitated until the start of the azer's next turn.
Light Hammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d6+ 4 bludgeoning damage, plus 1d6 fire damage.
Handaxe (Bonus Action). Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 1d6 slashing damage, plus 1d6 fire damage.
Warding Flame. When the azer is hit by an attack, it can use this reaction to emanate a 5-ft radius aura of scorching heat for the next 1 minute, or until it regains any hit points. Any creature that ends its turn in the aura takes 1d8 fire damage.
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