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’s domino mask surround a pair of glowing yellow eyes that hint at its otherworldly origins.

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. Azebans 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.

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.

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. 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.


Medium fey, chaotic neutral
Armor Class 16 (natural armor)
Hit Points 78 (12d8 + 24)
Speed 40 ft., climb 30 ft.
16 (+3) 16 (+3) 14 (+2) 15 (+2) 8 (-1) 18 (+4)

Saving Throws Dex +5, Wis +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)

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


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.

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