Azeban

Medium fey, Chaotic Neutral

Armor Class

16 (natural armor)

Hit Points

78 (12d8+24)

Speed

walk 40 ft., climb 30 ft.

Saves

Dex +5, Wis +1

Skills

Deception +6, Perception +1, Sleight of hand +5, Stealth +5

Damage Resistances

cold; bludgeoning, piercing, slashing from nonmagical weapons

Condition Immunities

charmed, frightened

Senses

darkvision 60 ft.

Languages

Common, Elvish, Sylvan

Challenge

4

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.