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.
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:
- Fraz-Urb'luu causes up to 5 doors within the lair to become walls, and an equal number of doors to appear on walls where there previously were none.
- 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.
- 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.
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.
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.
| d100 | Flaw (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." |