Azeban
Azeban
Medium fey, chaotic neutral
- Armor Class 16 (natural armor)
- Hit Points 78 (12d8+24)
- Speed 40 ft., climb 30 ft.
- STR
16 (+3) - DEX
16 (+3) - CON
14 (+2) - INT
15 (+2) - WIS
8 (-1) - CHA
18 (+4)
- Saving Throws Dex +5, Wis +1
- Skills Deception +6, Perception +1, Stealth +5
- Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., passive Perception 11
- Languages Common, Elvish, Sylvan
- Challenge 4 (1,100 XP)
- Elusive. The azeban can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.
- Magic Resistance. The azeban has advantage on saving throws against spells and other magical effects.
- Innate Spellcasting. The azeban's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: dancing lights, disguise self, faerie fire, minor illusion
3/day each: creation, major image, mislead, seeming
1/day each: mirage arcane, programmed illusion
Actions
- Multiattack. The azeban makes two attacks: one with its bite and one with its claws.
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
- Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
- Ear-Splitting Yawp (Recharge 5-6). The azeban emits a piercing yell in a 15-foot cone. Each creature in the area must make a DC 14 Constitution saving throw. On a failure, a target takes 21 (6d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage but isn't deafened. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the area.