Azeman
Medium shapechanger (fiend), chaotic evil
Armor Class 15 (natural armor; 17 in Death-Light form)
Hit Points 110 (13d8 + 52)
Speed 30 ft. (humanoid); fly 40 ft. & hover (Death-Light); walk 40 ft., climb 40 ft. (jaguar form); fly 60 ft. (bat or owl form)
STR 18 (+4) · DEX 17 (+3) · CON 18 (+4) · INT 13 (+1) · WIS 14 (+2) · CHA 16 (+3)
Saving Throws Dex +6, Wis +5, Cha +6
Skills Deception +6, Insight +5, Perception +5, Stealth +9
Damage Vulnerabilities salt (see Salted Flesh)
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks while in Death-Light form
Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 15
Languages Sranan Tongo, Common, Infernal
Challenge 6 (2,300 XP)
Traits
Shapechanger. As a bonus action, the azeman magically transforms into its Death-Light form (a Tiny, glowing sphere), a bat, jaguar, or owl, or back to its humanoid form. Its statistics are the same in each form except for its speeds and Armor Class noted above. Equipment it is wearing or carrying isn’t transformed. It reverts to its humanoid form if it dies.
Regeneration. The azeman regains 10 hit points at the start of its turn if it has at least 1 hit point and hasn’t taken radiant damage or salt damage since its last turn. It dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Skin Dependency. By day, the azeman wears a removable skin. Destroying (fire) or packing that skin with at least 1 pound of salt ends the azeman’s Regeneration trait and prevents it from using Shapechanger. If sunrise comes before it can reclaim intact skin, the azeman dies.
Salted Flesh. A handful of coarse salt hurled on the azeman (ranged attack, improvised weapon) or rubbed onto its shed skin deals 10 acid damage to it and halts its Regeneration trait until the end of its next turn. Attacks made with salt-tipped weapons deal double damage to the azeman.
Arithmomania. Whenever the azeman sees at least twenty small loose objects (beans, rice grains, seeds, coins) within 5 feet, it must succeed on a DC 14 Wisdom saving throw or become incapacitated and compelled to count them. The effect ends if the count is completed, the objects are scattered further, or the azeman takes damage.
Sacred Light Bane. The azeman can’t willingly enter an area of bright light created by a consecrated holy symbol (such as the light cantrip cast on a silver crucifix). If forced into such an area, it has disadvantage on attack rolls and ability checks.
Actions
Multiattack (Beast or Humanoid Form Only). The azeman makes two attacks: one with its Claws (or Talons) and one with its Bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) necrotic damage, and the target is grappled (escape DC 15). Until this grapple ends, the azeman can’t bite another target.
Claws/Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.
Blood Drain. The azeman bites a creature grappled by it. The target must succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage, and the azeman regains hit points equal to half the necrotic damage dealt.
Radiant Surge (Death-Light Form Only; Recharge 5–6). The azeman emits a burst of blinding radiance in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much on a successful one. This damage ends the azeman’s Regeneration until the end of its next turn.
Bonus Actions
Shapechange. The azeman uses Shapechanger.
Reactions
Slip the Cracks (Death-Light Form Only). When a creature the azeman can see targets it with an attack, the azeman can move up to 20 feet through gaps or openings as narrow as 1 inch without provoking opportunity attacks.
Lore
A witch-vampire who sheds her skin at night and becomes a bat.
The Azeman phenomenon takes shape in the distinctive cultural landscape of Suriname, South America; the name literally means “to feed on carrion” and is often applied to a witch or sorceress-vampire.
This vampire can exist in three physical states or guises. By day it appears as a perfectly ordinary person—usually elderly, withdrawn, or, conversely, suspiciously talkative. Legends notes reliable tells that betray the daylight mask: chronically bloodshot eyes, toes held in an odd curled position, and a restless avoidance of direct eye contact. At night the Azeman performs a vile ritual—carefully peels off its skin, folds the hide, and hides it in a rice mortar or some other secret spot, safely out of sight. The skinless body is raw, ultrasensitive tissue that reacts even to a faint trace of salt; that hypersensitivity is the monster’s primary weakness.
From Vampire Bestiary 5E, p. 20 · Fern Flower Press