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.
Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) bludgeoning damage, or 8 (1d10 + 2) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 150/600, one target. Hit 8 (1d8 + 3) piercing damage.
Fire Bomb (1/day). The Azer ignites and throws a a small bomb up to 40 feet, it explodes in a 10ft. radius sphere of fire and rock shrapnel. Anyone caught in the blast must make a DC 15 dex save, take 10 (3d6) fire damage and 11 (3d6) piercing damage on a fail and half on a success.
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