THE SHARED REFERENCE Adventurer

Monster

Fraz-Urb'luu

Outside your table’s allowed sources

Official reference · MPMM · 2014

Creature type
Fiend
Size
Large
Armor class
18 (natural armor)
Hit points
337 (27d10 + 189)
Speed
Walk 40 ft., Fly 40 ft.
Challenge rating
23
Alignment
Chaotic Evil
Strength
29
Dexterity
12
Constitution
25
Intelligence
26
Wisdom
24
Charisma
26
Passive Perception
24
Saving Throws
dex: +8; con: +14; int: +15; wis: +14
Skills
deception: +15; perception: +14; stealth: +8
Senses
truesight 120 ft.
Languages
all, telepathy 120 ft.
Resistances
cold, fire, lightning
Immunities
poison, immune: bludgeoning, piercing, slashing; note: that is nonmagical; cond: True
Condition Immunities
charmed, exhaustion, frightened, poisoned

Traits

Legendary Resistance (3/Day)

If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead.

Magic Resistance

Fraz-Urb'luu has advantage on saving throws against spells and other magical effects.

Undetectable

Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or Fiends.

Actions

Multiattack

Fraz-Urb'luu makes one Bite attack and two Fist attacks, and he uses Phantasmal Terror.

Bite

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) force damage.

Fist

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) force damage.

Phantasmal Terror

Fraz-Urb'luu targets one creature he can see within 120 feet of him. The target must succeed on a DC 23 Wisdom saving throw, or it takes 16 (3d10) psychic damage and is frightened of Fraz-Urb'luu until the end of its next turn.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Tail

Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) force damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24), and it is restrained until the grapple ends. Fraz-Urb'luu can grapple only one creature with his tail at a time.

Terror (Costs 2 Actions)

Fraz-Urb'luu uses Phantasmal Terror.

Spellcasting

Fraz-Urb'luu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):

At will: alter self (can become Medium when changing his appearance), detect magic, dispel magic, phantasmal force

3/day each: mislead, programmed illusion, seeming

1/day each: modify memory, project image

Lair actions

On initiative count 20 (losing initiative ties), Fraz-Urb'luu can take one of the following lair actions when in his lair; he can't take the same lair action two rounds in a row:

  • Conjure Walls and Doors: Fraz-Urb'luu causes up to five doors within the lair to become walls and an equal number of doors to appear on walls where there previously were none.
  • Psychic Anguish: Fraz-Urb'luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or take 33 (6d10) psychic damage.
  • Simulacrum: Fraz-Urb'luu chooses one Humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb'luu's commands and is destroyed on the next initiative count 20.

Regional effects

The region containing Fraz-Urb'luu's lair is warped by his magic, creating one or more of the following effects:

  • Beguiling Realm: Within 6 miles of the lair, all Charisma (Persuasion) and Wisdom (Insight) checks have disadvantage, and all Charisma (Deception) and Charisma (Performance) checks have advantage.
  • Nostalgic Pangs: Sapient creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse.
  • Twisted Paths: Roads and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult.

If Fraz-Urb'luu dies, these effects fade over the course of 1d10 days.

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