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.
Multiattack. The Azer Sergeant makes two ranged or melee attacks.
Warhammer. Melee Weapon Attack: +6 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.
Flaming Crossbow. Ranged Weapon Attack: +7 to hit, range 150/600, one target. Hit 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage.
Spew Flame (3/day). The Azer can expend a charge from his magical crossbow and turn it sideways to spend forth a torrent of magical flame in a 30-foot cone, anyone caught in the blast must make a DC 15 dex save, taking 21 (6d6) fire damage on a fail, half damage on a success.
Uncanny Dodge. The Azer Sergeant halves the damage that it takes from an attack that hits it. The Azer Sergeant must be able to see the attacker.
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