39 lines
2.1 KiB
Markdown
39 lines
2.1 KiB
Markdown
# Azeban
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*Medium* *Fey* *chaotic neutral*
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- **Armor Class:** 16 (natural armor)
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- **Hit Points:** 78 (12d8+24)
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- **Speed:** climb 30 ft. walk 40 ft.
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- **Challenge Rating:** 4 (1,100 XP)
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- **Source:** Creature Codex, page 44
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 16 (+3) | 16 (+3) | 14 (+2) | 15 (+2) | 8 (-1) | 18 (+4) |
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- **Saving Throws**: Dex +5, Wis +1
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- **Skills:** deception +6, perception +1, stealth +5
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- **Damage Resistances:** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron
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- **Condition Immunities:** charmed, frightened
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- **Senses:** darkvision 60 ft., passive Perception 11
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- **Languages:** Common, Elvish, Sylvan
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### Special Abilities
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- **Elusive:** The azeban can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.
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- **Magic Resistance:** The azeban has advantage on saving throws against spells and other magical effects.
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- **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:
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At will: dancing lights, disguise self, faerie fire, minor illusion
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3/day each: creation, major image, mislead, seeming
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1/day each: mirage arcane, programmed illusion
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### Actions
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- **Multiattack:** The azeban makes two attacks: one with its bite and one with its claws.
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- **Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
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- **Claws:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
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- **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.
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