THE SHARED REFERENCE Adventurer

Monster

Fraz-Urb'luu

Outside your table’s allowed sources

Official reference · MTF · 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.

Magic Weapons

Fraz-Urb'luu's weapon attacks are magical.

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 three attacks: one with his bite and two with his fists.

Bite

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

Fist

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

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) bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24). The grappled target is also restrained. Fraz-Urb'luu can grapple only one creature with his tail at a time.

Phantasmal Killer (Costs 2 Actions)

Fraz-Urb'luu casts phantasmal killer, no concentration required.

Innate Spellcasting

Fraz-Urb'luu's spellcasting ability is Charisma (spell save DC 23). Fraz-Urb'luu can innately cast the following spells, requiring no material components:

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

3/day each: confusion, dream, mislead, programmed illusion, seeming

1/day each: mirage arcane, modify memory, project image

Lair actions

On Initiative count 20 (losing initiative ties), Fraz-Urb'luu can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:

Regional effects

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

  • Intelligent creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse.
  • Roads and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult.
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Fraz-Urb'luu table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

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

Madness of Fraz-Urb'luu

If a creature goes mad in Fraz-Urb'luu's lair or within line of sight of the demon lord, roll on the Madness of Fraz-Urb'luu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the 8 for more on madness.

Madness of Fraz-Urb'luu

d100Flaw (lasts until cured)
01–20"I never let anyone know the truth about my actions or intentions, even if doing so would be beneficial to me."
21–40"I have intermittent hallucinations and fits of catatonia."
41–60"My mind wanders as I have elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream."
61–80"I convince myself that things are true, even in the face of overwhelming evidence to the contrary."
81–00"My perception of reality doesn't match anyone else's. It makes me prone to violent delusions that make no sense to anyone else."

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