Thralls of Fraz-Urb'luu are deceivers and charlatans. They work behind the scenes, worming their wiles into the minds of nobles, leaders, and heroes and manipulating events for the glory of the Prince of Deception. When exposed, thralls of Fraz-Urb'luu are no less dangerous, combining powerful spellcasting with formidable melee skills. They have little problem dealing with those they cannot influence in more subtle manners. Yet their most important function is to seduce and delude powerful adventurers, tricking them into unknowingly accepting Fraz-Urb'luu into their minds and souls, making them clay for the Prince of Deception to mold into new soldiers for his armies.
Bards and warlocks make the best thralls of Fraz-Urb'luu. Sorcerers and wizards (especially illusionists) also make excellent thralls for the Prince of Deception. Certain clerics and favored souls can qualify for the honor as well, if they focus on domains that grant additional illusion spells. Despite their preferred class, many thralls of Fraz-Urb'luu take a few levels of rogue or fighter to augment their skills or melee capabilities.
Requirements
To qualify to become a thrall of Fraz-Urb'luu, a character must fulfill all of the following prerequisites...
Alignment: Chaotic evil.
Skill Proficiencies in: Deception, Disguise or Forger's Kit, Religion
Spellcasting: Ability to cast at least five spells from the school of illusion. Alternatively, the ability to use three of the following warlock invocations: beguiling influence, dark one's own luck, agonizing blast, bewitching whispers, book of ancient secrets, or devil's sight.
Languages: Abyssal or Celestial.
Special: Must convince or trick an intelligent, non-evil creature to willingly perform an evil act in the name of Fraz-Urb'luu, without resorting to mind-affecting magic.
| Level | Benefits |
| 1 | Deception 1/day, proficiency in greatclub and simple weapons |
| 2 | 1 Bonus illusions |
| 3 | Deception 2/day |
| 4 | 2 Bonus illusions |
| 5 | Deception 3/day, staff mastery |
| 6 | 3 Bonus illusions |
| 7 | Deception 4/day |
| 8 | 4 Bonus illusions |
| 9 | Deception 5/day, skurchur cohorts |
| 10 | 5 Bonus illusions |
| 11 | Deception 6/day |
| 12 | 6 Bonus illusions |
| 13 | Deception 7/day |
| 14 | 7 Bonus illusions |
| 15 | Deception 8/day, alter reality |
| 16 | 8 Bonus illusions |
| 17 | Deception 9/day |
| 18 | 9 Bonus illusions |
| 19 | Deception 10/day |
| 20 | 10 Bonus illusions |
Benefits
Weapon and Armor Proficiency: Thralls of Fraz-Urb'luu gain proficiency with the greatclub and all simple weapons.
Deception: At 1st level, a thrall of Fraz-Urb'luu gains the ability of deception. They may use this ability once per day, gaining one additional use each day with each odd-numbered level gained. Activating deception does not provoke an attack of opportunity. Deception can be used in one of three different ways, as chosen from the following options:
- Deceptive Magic: You can incorporate deception into an illusion spell you cast. This grants a bonus to that spell's saving throw DC equal to your Deception bonus.
- Deceptive Summoning: You must be within 30 feet of the caster of the summoning spell to use this ability. You can deceive a summoned creature into believing that you are its summoner. In order to use this ability, you must use your reaction when a creature you can see casts a spell or uses a spell-like ability. Then...
- You must pass an Arcana check with a DC equal to 10+[the spell's level] to determine the spell that is being cast
- The caster must make a Wisdom Save equal to your Spell Save DC.
- If the caster fails, the summoned monster behaves as though you cast the spell to summon it, for the duration of the spell, rather than the caster.
- Deceptive Will: You can activate deception to gain a +4 bonus on a single Wisdom save. If you succeed in this save, you can immediately make a Deception cheek opposed by the caster's Insight check. If you win this opposed roll, the caster is deceived into believing that you failed your saving throw against the spell. You can play along voluntarily with the intended effects if you wish to. If the effect involves telepathic commands from the creature who forced you to make a Wisdom save, you continue to receive them, although you aren't obligated to follow them.
Bonus Illusion: At every even level gained in your spellcasting class, you may select one spell of the illusion school to add the list of spells you know and can cast. You may cast this spell once per long rest. If you are a wizard, the new spell immediately manifests in your spellbook, instantaneously and at no cost to you. If you spontaneously cast spells, these spells are added to your list of spells known. The spell must be no higher than the highest level which your spellcasting class level allows you to cast. If you are of a class that allows you to replace spells known when leveling, spells gained through this ability may not be replaced in the same manner.
[NOTE for DnDBeyond: DnDBeyond does not allow for a feat to grant additional spells over time. When added to a character sheet, this feat adds 10 illusion spells. Do not fill all of these slots, but rather only add the spells that your current spellcasting level allows, and add more when you level. For example: if you gain this feat at level 2, you can have one additional illusion spell. When you reach level 4, you may edit this feat to gain another - possibly of a higher level if your new level in your spellcasting class allows - leaving the previous spell gained in the first spot.]
Staff Mastery: Upon reaching 5th level, you have mastered the use of magic staffs in emulation of your demonic master's skill with these potent magic items. You can now wield any magic staff as if it were a +1 greatclub, at no risk of causing the staff itself damage, and any staff you weild is considered a magic weapon. You are considered to be proficient with the staff for this purpose. You may attune to any magic staff regardless of whether you meet its attunement requirements. Additionally, you may opt to activate a staff using your own lifeforce rather than expending charges. For each charge that the staff activation would normally consume, you instead takes 5 points of necrotic damage.
Skurchur Cohorts: At 9th level, you gain the services of two skurchur demons, as if you had taken the demons as cohorts with the Leadership feat. If a skurchur minion is slain, you can gain a replacement after undergoing a 24-hour ritual that requires the sacrifice of a good-aligned creature with an intelligence score of 10 or greater.
Alter Reality: At 15th level, a thrall of Fraz-Urb'luu gains the ability to transform an illusion spell into reality, once per day. This duplicates the effects of a wish spell, save that it cannot grant inherent bonuses to ability scores or duplicate any spell of 8th level or higher. The reality to be created must first be manifested with an illusion spell of at least 3rd level before this ability can be used.
Note: this monster design draws on content from Dragon issue 333
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