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.
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.
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.