Heated Body. A creature that touches the Azer Zombie or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.
Heated Weapons. When the Azer Zombie hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).
Illumination. The Azer Zombie sheds dim light in a 10-foot radius
Ash Puff. The first time the zombie takes damage, any living creature within 5 feet of the zombie must succeed on a DC 10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Description
Twisted by the necromantic powers of a Death Tyrant, Necromancer or Lich - these rare and unfortunate Elementals have been cursed to bend, scrape and serve before a truly evil, and/or mad, magic user.