- 2 (450 XP)
Heated Body. A creature that touches the azer or hits it with a melee attack while within 1.5 meters 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 3-meters radius and dim light for an additional 3 m.
Maneuvers. The azer uses maneuvers (maneuver save DC 13). It has 7 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice (rounded up) when it finishes a short rest, and knows the following maneuvers:
1 stamina die: block blow, bonecrush, debilitating crush, disorient, glancing blow, hammer spin, hammer through, hammering blow, knockback, rolling stone, shield bash, spring attack, stone bones, sturdy stance
Warhammer. Melee Weapon Attack: +5 to hit, reach 1.5 m. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands, plus 3 (1d6) fire damage.
Hammer. Melee or Ranged Weapon Attack: +5 to hit, reach 1.5 m. or range 4.5/18 m. Hit: 6 (1d6 + 3) bludgeoning damage, plus 3 (1d6) fire damage.