| Mod | Save | ||
|---|---|---|---|
| STR | 29 | +9 | +9 |
| DEX | 12 | +1 | +1 |
| CON | 25 | +7 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 26 | +8 | +8 |
| WIS | 24 | +7 | +7 |
| CHA | 26 | +8 | +8 |
Legendary Resistance (4/Day, or 5/Day in Lair). 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.
Demonic Restoration. If Fraz-Urb'luu dies outside the Abyss, his body dissolves into ichor, and he gains a new body instantly, reviving with all his Hit Points somewhere in the Abyss.
Multiattack. Fraz-Urb-luu makes three Rend attacks. He can replace up to one use of Rend with Phantasmal Terror.
Rend. Melee or Ranged Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) force damage.
Phantasmal Terror. Fraz-Urb'luu targets one creature within 120 feet that can see him. The target must make a DC 23 Wisdom saving throw. On a failure, it takes 16 (3d10) psychic damage and is frightened of Fraz-Urb’luu until the end of its next turn.
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, +15 to hit with spell attacks):
At will. phantasmal force, alter self, major image (Level 4 version), detect magic, dispel magic
1/day. synaptic static, modify memory, teleport
Phantasm. Fraz-Urb'luu casts phantasmal force if able.
Illusory Persona. When an attack targets Fraz-Urb’luu, he casts shield or counterspell. If the attack misses or the spell fails, he teleports up to 30 feet. Creatures within 10 feet of his original space must make a DC 23 Wisdom saving throw, becoming disoriented on a failure. A disoriented creature has disadvantage on its next attack roll or saving throw before the end of its next turn.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, Fraz-Urb'luu can expend a use to take one of the following actions. Fraz-Urb'luu regains all expended uses at the start of each of his turns.
Terror. Fraz-Urb'luu uses Phantasmal Terror.
Simulacrum (Recharge 5-6). Creates an illusory copy of a visible Humanoid within 120 feet. Copy matches target's AC and movement, has 1 HP, no special abilities. DC 23 Intelligence (Investigation) reveals illusion. Lasts until end of Fraz-Urb'luu's next turn. On destruction, creatures within 15 feet must make DC 23 Wisdom save or be frightened (can only move, act, OR take a bonus action) until their next turn ends.
Cast a Spell (1/Round). Fraz-Urb'luu uses Spellcasting.
Description
Fraz-Urb'luu is the Prince of Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and Fiend alike—to do his will. Fraz-Urb'luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes.
Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb'luu has slowly rebuilt his power in the Abyss. He seeks the pieces of the legendary staff of power taken from him by those who imprisoned him and commands his servants to do likewise.
The Prince of Deception's true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck; a smiling face framed by long, pointed ears and lank, dark hair; and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the hideous to the beautiful.
Many of the cultists of Fraz-Urb'luu aren't even aware they serve the Prince of Deception, believing their master is a beneficent being and granter of wishes, some lost god or Celestial, or even another Fiend. Fraz-Urb'luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their cause, only to eventually reveal his true nature and claim their souls as his own.
Lair and Lair Actions
Fraz-Urb'luu's lair lies within the abyssal realm of Hollow's Heart, a plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls topped with razors and hooks. Corkscrew towers loom above twisted domes and vast amphitheaters, forming a surreal and disorienting cityscape.
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 1 miles of the lair, all Charisma (Persuasion) and Wisdom (Insight) checks have disadvantage, and all Charisma (Deception) and Charisma (Performance) checks have advantage.
Twisted Paths. Roads and corridors within 1 miles of the lair warp unnaturally, making navigation difficult. Fraz-Urb’luu can reshape up to five doors into walls and create an equal number of new doors where none existed.
If Fraz-Urb'luu is destroyed or moves its lair elsewhere, these effects end immediately.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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2/14/2025 1:11:32 AM
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12
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1
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1.0
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Coming Soon
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