Heated Body. A creature that touches the Azer Gladiator or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage.
Heated Weapons. When the Azer Gladiator hits with a metal melee weapon, it deals an extra 7 (2d6) fire damage (included in the attack).
Illumination. The Azer Gladiator sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Magma Breather. The Azer Gladiator can see and breathe normally even when submerged in magma. While submerged in this way, the Azer Gladiator also has advantage on Dexterity (Stealth) checks.
Multiattack. The Azer Gladiator makes two attacks with either its Warhammer or its Molten Projectile.
Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 10 (1d10 + 5) bludgeoning damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage.
Molten Projectile. Ranged Weapon Attack: +7 to hit, reach 20 ft, one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 3 (1d6) fire damage, and the target must make a Constitution saving throw (DC 15). On a failed save, the target takes an additional 3 (1d6) fire damage at the start of each of its turns. A creature can attempt this save again at the end of its turn, ending the effect on a success.
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