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Azeban

Size
Medium
Type
Fey
Challenge Rating
4
Source
Creature Codex
Alignment
Chaotic-Neutral
Armor Class
16
Speeds
40, climb 30
Walking Speed
40
Climbing Speed
30
Strength Score
16
Dexterity Score
16
Constitution Score
14
Intelligence Score
15
Wisdom Score
8
Charisma Score
18
Saving Throws
Dexterity, Wisdom
Skill Proficiencies
Deception, Perception, Stealth
Vision
Darkvision (60ft)
Languages Ref
Common, Elvish, Sylvan
Hit Points
78
Condition Immunities
Charmed, Frightened
Resistances
Resistant to Cold Damage, Resistant to Non-Magical Damage
Languages
Aethyrian Common, Elvish, Sylvan

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.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.