Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (2d4) fire damage. This feature also sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Warding Flare. The Azer can use its reactoin to impose disadvantage on an attack within 30ft.
Warhammer. Melee Weapon. +4 to hit.
Hit. 9 (1d8+2.5d4+2) piercing & Fire damage.
Fire Spit. Ranged Attack: +4 to hit, Range 60 ft.,
Hit. 3 (1d4) Fire damage.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 8 (3d4) fire damage. This feature also sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
Warding Flare. The Azer can use its reactoin to impose disadvantage on an attack within 30ft.
2x Warhammer Multiattack.
Warhammer. Melee Weapon. +4 to hit.
Hit. 9 (1d8+2.5d4+2) piercing & Fire damage.
Fire Spit. Ranged Attack: +5 to hit, Range 60 ft.,
Hit. 5 (2d4) Fire damage.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (2d4) fire damage. This feature also sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Warhammer. Melee Weapon. +5 to hit.
Hit. 15 (2d8+2.5d4+3) piercing & Fire damage.
Fire Spit. Ranged Attack: +4 to hit, Range 60 ft.,
Hit. 5 (2d4) Fire damage.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 11 (3d6) fire damage. This feature also sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
2x Warhammer Multiattack.
Warhammer. Melee Weapon. +6 to hit.
Hit. 12 (1d8+3.5d6+4) piercing & Fire damage.
Fire Spit. Ranged Attack: +5 to hit, Range 60 ft.,
Hit. 7 (2d6) Fire damage.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 11 (3d6) fire damage. This feature also sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
2x Warhammer Multiattack.
Warhammer. Melee Weapon. +6 to hit.
Hit. 17 (2d8+3.5d6+4) piercing & Fire damage.
Fire Spit. Ranged Attack: +5 to hit, Range 60 ft.,
Hit. 14 (4d6) Fire damage.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 11 (3d6) fire damage. This feature also sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
2x Warhammer Multiattack.
Warhammer. Melee Weapon. +6 to hit.
Hit. 21 (3d8+3.5d6+4) piercing & Fire damage.
Fire Spit. Ranged Attack: +5 to hit, Range 60 ft.,
Hit. 21 (6d6) Fire damage.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 11 (3d6) fire damage. This feature also sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
2x Warhammer Multiattack.
Warhammer. Melee Weapon. +7 to hit.
Hit. 21 (3d8+3.5d6+4) piercing & Fire damage.
Fire Spit. Ranged Attack: +7 to hit, Range 80 ft.,
Hit. 21 (6d6) Fire damage.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 14 (3d8) fire damage. This feature also sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
Warding Flare. The Azer can use its reactoin to impose disadvantage on an attack within 40ft.
2x Warhammer Multiattack.
Warhammer. Melee Weapon. +8 to hit.
Hit. 28 (4d8+4.5d8+5) piercing & Fire damage.
Fire Spit. Ranged Attack: +7 to hit, Range 80 ft.,
Hit. 36 (8d8) Fire damage.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 14 (3d8) fire damage. This feature also sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
Grappler. The Azer can grapple a creature as a Bonus Action. Creatures that start their turn Grappled by the Azer are subject to its Heated Body.
Warding Flare. The Azer can use its reactoin to impose disadvantage on an attack within 40ft.
3x Warhammer Multiattack.
Warhammer. Melee Weapon. +8 to hit.
Hit. 23 (3d8+4.5d8+5) piercing & Fire damage.
Fire Spit. Ranged Attack: +7 to hit, Range 80 ft.,
Hit. 41 (9d8) Fire damage.
Radiant Blood. When the Azer takes more than 11 damage, its blood blinds all creatures that enter its radius or start their turn within 40ft unless they succeed on a DC 14 CON save. Creatures remain blinded until the beginning of their turn or until they leave the radius.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 14 (3d8) fire damage. This feature also sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
2x Warhammer Multiattack.
Warhammer. Melee Weapon. +9 to hit.
Hit. 28 (4d8+4.5d8+5) piercing & Fire damage.
Fire Spit. Ranged Attack: +9 to hit, Range 100 ft.,
Hit. 36 (8d8) Fire damage.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 18 (4d8) fire damage. This feature also sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Grappler. The Azer can grapple a creature as a Bonus Action. Creatures that start their turn Grappled by the Azer are subject to its Heated Body.
2x Warhammer Multiattack.
Warhammer. Melee Weapon. +9 to hit.
Hit. 28 (3d8+9d8+5) piercing & Fire damage.
Fire Spit. Ranged Attack: +10 to hit, Range 100 ft.,
Hit. 27 (6d8) Fire damage.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 18 (4d8) fire damage. This feature also sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
3x Warhammer Multiattack.
Warhammer. Melee Weapon. +9 to hit.
Hit. 23 (2d8+9d8+5) piercing & Fire damage.
Fire Spit. Ranged Attack: +10 to hit, Range 100 ft.,
Hit. 27 (6d8) Fire damage.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 22 (4d10) fire damage. This feature also sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
3x Warhammer Multiattack.
Warhammer. Melee Weapon. +10 to hit.
Hit. 25 (2d8+11d10+5) piercing & Fire damage.
Fire Spit. Ranged Attack: +12 to hit, Range 120 ft.,
Hit. 33 (6d10) Fire damage.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 22 (4d10) fire damage. This feature also sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Grappler. The Azer can grapple a creature as a Bonus Action. Creatures that start their turn Grappled by the Azer are subject to its Heated Body.
3x Warhammer Multiattack.
Warhammer. Melee Weapon. +10 to hit.
Hit. 25 (2d8+11d10+5) piercing & Fire damage.
Fire Spit. Ranged Attack: +12 to hit, Range 120 ft.,
Hit. 33 (6d10) Fire damage.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 22 (4d10) fire damage. This feature also sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
3x Warhammer Multiattack.
Warhammer. Melee Weapon. +10 to hit.
Hit. 30 (3d8+11d10+5) piercing & Fire damage.
Fire Spit. Ranged Attack: +12 to hit, Range 120 ft.,
Hit. 50 (9d10) Fire damage.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 22 (4d10) fire damage. This feature also sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
3x Warhammer Multiattack.
Warhammer. Melee Weapon. +10 to hit.
Hit. 34 (4d8+11d10+5) piercing & Fire damage.
Fire Spit. Ranged Attack: +12 to hit, Range 120 ft.,
Hit. 66 (12d10) Fire damage.
Legendary Resistance (OOOO/day). When the Azer fails a saving throw, it may choose to succeed instead.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 22 (4d10) fire damage. This feature also sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
3x Warhammer Multiattack.
Warhammer. Melee Weapon. +11 to hit.
Hit. 34 (4d8+11d10+5) piercing & Fire damage.
Fire Spit. Ranged Attack: +14 to hit, Range 140 ft.,
Hit. 66 (12d10) Fire damage.
Legendary Resistance (OOOO/day). When the Azer fails a saving throw, it may choose to succeed instead.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 28 (5d10) fire damage. This feature also sheds bright light in a 25-foot radius and dim light for an additional 25 feet.
Grappler. The Azer can grapple a creature as a Bonus Action. Creatures that start their turn Grappled by the Azer are subject to its Heated Body.
3x Warhammer Multiattack.
Warhammer. Melee Weapon. +10 to hit.
Hit. 34 (4d8+11d10+5) piercing & Fire damage.
Fire Spit. Ranged Attack: +13 to hit, Range 120 ft.,
Hit. 66 (12d10) Fire damage.
Fire Blast (Cast as a Level 5 Spell). The Azer can attempt to destroy its enemies at great risk to its own health. As an action, it detonates any amount of its hit die, applying them as damage to any creatures within 60ft. The Azer may make a DC 23CON save and creatures may make a DEX save to halve the damage.
Legendary Resistance (OOOO/day). When the Azer fails a saving throw, it may choose to succeed instead.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 33 (5d12) fire damage. This feature also sheds bright light in a 25-foot radius and dim light for an additional 25 feet.
Grappler. The Azer can grapple a creature as a Bonus Action. Creatures that start their turn Grappled by the Azer are subject to its Heated Body.
Warding Flare. The Azer can use its reactoin to impose disadvantage on an attack within 60ft.
2x Warhammer Multiattack.
Warhammer. Melee Weapon. +10 to hit.
Hit. 36 (4d8+13d12+5) piercing & Fire damage.
Fire Spit. Ranged Attack: +13 to hit, Range 120 ft.,
Hit. 52 (8d12) Fire damage.
Fire Blast (Cast as a Level 5 Spell). The Azer can attempt to destroy its enemies at great risk to its own health. As an action, it detonates any amount of its hit die, applying them as damage to any creatures within 60ft. The Azer may make a DC 23CON save and creatures may make a DEX save to halve the damage.
Radiant Blood. When the Azer takes more than 24 damage, its blood blinds all creatures that enter its radius or start their turn within 60ft unless they succeed on a DC 18 CON save. Creatures remain blinded until the beginning of their turn or until they leave the radius.
Legendary Resistance (OOOO/day). When the Azer fails a saving throw, it may choose to succeed instead.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 33 (5d12) fire damage. This feature also sheds bright light in a 25-foot radius and dim light for an additional 25 feet.
Grappler. The Azer can grapple a creature as a Bonus Action. Creatures that start their turn Grappled by the Azer are subject to its Heated Body.
Warding Flare. The Azer can use its reactoin to impose disadvantage on an attack within 70ft.
3x Warhammer Multiattack.
Warhammer. Melee Weapon. +11 to hit.
Hit. 27 (2d8+13d12+5) piercing & Fire damage.
Fire Spit. Ranged Attack: +15 to hit, Range 140 ft.,
Hit. 39 (6d12) Fire damage.
Fire Blast (Cast as a Level 6 Spell). The Azer can attempt to destroy its enemies at great risk to its own health. As an action, it detonates any amount of its hit die, applying them as damage to any creatures within 70ft. The Azer may make a DC 25CON save and creatures may make a DEX save to halve the damage.
Radiant Blood. When the Azer takes more than 25 damage, its blood blinds all creatures that enter its radius or start their turn within 70ft unless they succeed on a DC 19 CON save. Creatures remain blinded until the beginning of their turn or until they leave the radius.
Legendary Resistance (OOOO/day). When the Azer fails a saving throw, it may choose to succeed instead.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 33 (5d12) fire damage. This feature also sheds bright light in a 25-foot radius and dim light for an additional 25 feet.
Grappler. The Azer can grapple a creature as a Bonus Action. Creatures that start their turn Grappled by the Azer are subject to its Heated Body.
Warding Flare. The Azer can use its reactoin to impose disadvantage on an attack within 70ft.
2x Warhammer Multiattack.
Warhammer. Melee Weapon. +11 to hit.
Hit. 32 (3d8+13d12+5) piercing & Fire damage.
Fire Spit. Ranged Attack: +15 to hit, Range 140 ft.,
Hit. 39 (6d12) Fire damage.
Fire Blast (Cast as a Level 6 Spell). The Azer can attempt to destroy its enemies at great risk to its own health. As an action, it detonates any amount of its hit die, applying them as damage to any creatures within 70ft. The Azer may make a DC 25CON save and creatures may make a DEX save to halve the damage.
Radiant Blood. When the Azer takes more than 26 damage, its blood blinds all creatures that enter its radius or start their turn within 70ft unless they succeed on a DC 19 CON save. Creatures remain blinded until the beginning of their turn or until they leave the radius.
Legendary Resistance (OOOO/day). When the Azer fails a saving throw, it may choose to succeed instead.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 33 (5d12) fire damage. This feature also sheds bright light in a 25-foot radius and dim light for an additional 25 feet.
Grappler. The Azer can grapple a creature as a Bonus Action. Creatures that start their turn Grappled by the Azer are subject to its Heated Body.
Warding Flare. The Azer can use its reactoin to impose disadvantage on an attack within 70ft.
3x Warhammer Multiattack.
Warhammer. Melee Weapon. +11 to hit.
Hit. 32 (3d8+13d12+5) piercing & Fire damage.
Fire Spit. Ranged Attack: +15 to hit, Range 140 ft.,
Hit. 59 (9d12) Fire damage.
Fire Blast (Cast as a Level 6 Spell). The Azer can attempt to destroy its enemies at great risk to its own health. As an action, it detonates any amount of its hit die, applying them as damage to any creatures within 70ft. The Azer may make a DC 25CON save and creatures may make a DEX save to halve the damage.
Radiant Blood. When the Azer takes more than 27 damage, its blood blinds all creatures that enter its radius or start their turn within 70ft unless they succeed on a DC 19 CON save. Creatures remain blinded until the beginning of their turn or until they leave the radius.
Legendary Resistance (OOOO/day). When the Azer fails a saving throw, it may choose to succeed instead.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 33 (5d12) fire damage. This feature also sheds bright light in a 25-foot radius and dim light for an additional 25 feet.
Grappler. The Azer can grapple a creature as a Bonus Action. Creatures that start their turn Grappled by the Azer are subject to its Heated Body.
Warding Flare. The Azer can use its reactoin to impose disadvantage on an attack within 70ft.
3x Warhammer Multiattack.
Warhammer. Melee Weapon. +11 to hit.
Hit. 36 (4d8+13d12+5) piercing & Fire damage.
Fire Spit. Ranged Attack: +15 to hit, Range 140 ft.,
Hit. 78 (12d12) Fire damage.
Fire Blast (Cast as a Level 6 Spell). The Azer can attempt to destroy its enemies at great risk to its own health. As an action, it detonates any amount of its hit die, applying them as damage to any creatures within 70ft. The Azer may make a DC 25CON save and creatures may make a DEX save to halve the damage.
Radiant Blood. When the Azer takes more than 28 damage, its blood blinds all creatures that enter its radius or start their turn within 70ft unless they succeed on a DC 19 CON save. Creatures remain blinded until the beginning of their turn or until they leave the radius.
Legendary Resistance (OOOO/day). When the Azer fails a saving throw, it may choose to succeed instead.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 33 (5d12) fire damage. This feature also sheds bright light in a 25-foot radius and dim light for an additional 25 feet.
Grappler. The Azer can grapple a creature as a Bonus Action. Creatures that start their turn Grappled by the Azer are subject to its Heated Body.
Warding Flare. The Azer can use its reactoin to impose disadvantage on an attack within 70ft.
4x Warhammer Multiattack.
Warhammer. Melee Weapon. +11 to hit.
Hit. 32 (3d8+13d12+5) piercing & Fire damage.
Fire Spit. Ranged Attack: +15 to hit, Range 140 ft.,
Hit. 78 (12d12) Fire damage.
Fire Blast (Cast as a Level 6 Spell). The Azer can attempt to destroy its enemies at great risk to its own health. As an action, it detonates any amount of its hit die, applying them as damage to any creatures within 70ft. The Azer may make a DC 25CON save and creatures may make a DEX save to halve the damage.