16 (natural armor)
78 (12d8+24)
walk 40 ft., climb 30 ft.
Dex +5, Wis +1
Deception +6, Perception +1, Sleight of hand +5, Stealth +5
cold; bludgeoning, piercing, slashing from nonmagical weapons
charmed, frightened
darkvision 60 ft.
Common, Elvish, Sylvan
4
The azeban can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.
The azeban has advantage on saving throws against spells and other magical effects.
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
The azeban makes two attacks. one with its bite and one with its claws.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
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.