b'Azeban \n'b' This nimble, raccoon-like  humanoid  has grey-brown fur, a ringed tail, and sharp claws that allow it to scamper up trees with aplomb. Dark markings like a rogue\xe2\x80\x99s domino mask surround a pair of glowing yellow eyes that hint at its otherworldly origins. \n'b'  Medium   fey ,  chaotic neutral  \n'b'  Armor Class  16 (natural armor)  Hit Points  78 (12d8 + 24)  Speed  40 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX:  16 (+3)  CON:  14 (+2)  INT:  15 (+2)  WIS:  8 (-1)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +5,  Wisdom  +1  Skills   Deception  +6,  Perception  +1,  Sleight of Hand  +5,  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) \n'b' Special Traits \n'b'   Elusive . The azeban can take the  Dash ,  Disengage , or  Hide  action as a  bonus action  on each of its turns. \n'b'  Magic Resistance . The azeban has advantage on saving throws against spells and other magical effects. \n'b'  Innate Spellcasting . The azeban\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'   At will :  dancing lights ,  disguise self ,  faerie fire ,  minor illusion  \n'b'  3/day each :  creation ,  major image ,  mislead ,  seeming  \n'b'  1/day each :  mirage arcane ,  programmed illusion  \n'b'\n'b'  Actions \n'b'   Multiattack . The azeban makes two attacks: one with its bite and one with its claws. \n'b'  Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) piercing damage. \n'b'  Claws .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) slashing damage. \n'b'  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\xe2\x80\x99t  deafened . A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn\xe2\x80\x99t being worn or carried also takes the damage if it\xe2\x80\x99s in the area. \n'b'  About \n'b'  Trickster Spirits . Azebans are mischievous fey spirits who enjoy playing tricks and causing trouble for others, particularly dull-witted humans. These pranks are most often trivial-rather than dangerous or malevolent-and frequently involve the azeban tricking its victims out of food or a magical trinket or causing an argument to break out among a group of travelers.\xc2\xa0Azebans like targeting pompous, greedy, or prideful individuals best. Skillful illusionists, they sometimes use powerful magic to create an illusory inn or village to fool their marks. On other occasions, a simple cantrip to make it appear as if someone belched or broke wind in polite company is all that is needed. \n'b'  Forest Dwellers . Living primarily in the pine forests of the cold northern lands, azebans get on well with the druids and shamans of barbarian tribes, who often seek out their advice on fey matters in exchange for food and magical baubles. Azebans prefer to make their homes close to water. Good climbers, they sleep among the branches of the pines at night, coming down to the water to eat. They are fussy eaters and always wash their food before consuming it. \n'b'  Reckless Souls . Azebans are quite fearless and have a tendency to get in over their heads. The shamans of the north tell a story that the first azeban wandered through the forest until he came to a great waterfall. Being somewhat foolish, he decided to get into a shouting match with the roaring torrent. Yelling louder and louder in an attempt to defeat his foe, he stepped too close to the edge and plunged headfirst into the rushing waters. \n'b' Fortunately, the azeban did not drown, and to this day his descendants are able to emit an ear-splitting yawp as a last-ditch defense against aggressors.'