Azeban 2014
CR 4 fey
Medium fey, chaotic neutral
The azeban can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.
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 has advantage on saving throws against spells and other magical effects.
Actions
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.
Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details