mordenkainens tome of foes

(Jeff_L) #1

FRAZ-URB


1

LUU




All demons are liars,
but Fraz-Urb'luu is the P rince of

Deception and Demon Lord of Illusio
ns. He uses every

trick, every ounce of demonic cunning,
to manipulate

his enemies- mortal
and fiend a like- to do his will.

Fraz-Urb'luu
can create dreamlands and mind-bending

fantasies
able to deceive the most discerning foes.

Once imprisoned for centu ri
es below Castle Grey-

hawk on
the world of Oerth, Fraz-Urb'luu has slowly

rebuilt
his power in the Abyss. He seeks the piece
s 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, som
e 12 feet tall, with an extended, mus-

cular neck and a smiling face framed by
long, pointed

ears and lank, dark hair, and bat-like
wings a re furled

against his powerful s houlders. He
can assume othe r

forms, however,
from the hideous to the beautiful. Often

the demon lord becomes
so immersed in playing a ro
le

that he loses
himself in it for a time.

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 anothe r fiend

. Fraz-


Urb
'luu wears all these masks and more. He
particularly

delights in a iding demon-hunters
against his demonic

FRAZ-URB'LUU


Large fiend (demon)
, chaotic evil

Armor Class 18 (natural armor)

Hit Points 337 (27d10 + 189)

Speed
40 ft., fly 40 ft.

STR

29 (+9)

DEX

12 (+1)

CON

25 (+7)

INT

26 (+8)

WIS

24 (+7)

Saving Throw
s Dex +8, Con +14, Int +15, Wis +14

Skills Deception
+15, Perception +14, Stealth +8

Damage
Resistances cold, fire, lightning

CHA

26 (+8)

Damage Immunities poison
; bludgeoning, piercing, and

slashing that is nonmagical

Condition Immuniti
es charmed, exhaustion, frightened,

poisoned

Senses truesight 120 ft., passive Perception
24

languages all, telepathy 120 ft.

Challenge 23 (50, 000 XP)

Innate Spellcasting. Fraz·Urb'luu's
spellcasting ability is Cha-

risma (spell save DC 23). Fraz-Urb'luu can innately
cast the

following spells, requiring no material componen
ts:

At wil
l: alter self (can become Medium when changing
his ap-

pearance), detect magic,
dispel magic, phantasmal force

3/day each: confusion,
dream, mislead, programmed illu-

sion, seeming

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

Legendary Resistance (3/Day). lfFraz-Urb'luu
fails a saving

throw, he can choose
to succeed instead.


CHAPTER 6 I BESTIARY


adversaries
, driving the hunte rs to greater
and gre ater

atrocities in the name of their cause, only
to eventually

reveal his true nature
and claim their souls as his own.

FRAZ-URB'Luu's
LAIR

Fraz-Urb'luu's la ir lies
within the abyssal realm of Hol-

low's Heart, a featureless
plain of white dust with few

structures on it. Th
e lair itself is the city of Zoragmelok,

a circular fortress surrounded by adama
ntine walls

topped with razors
and hooks. Corkscrew towers loom

above twisted domes and vast amphitheaters,
just a few

examples of the
city's impossible architecture.

The challenge rating of Fraz-Urb'luu
is 24 (62, 000 XP)

when he's encountered
in his lair.

LAIR
ACTIONS

On initia
tive 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 fiv
    e doors within the lair to


become walls, a nd an equa
l number of doors to ap-

pear
on walls where there previously were non
e.


  • 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 sim-

ulacrum obeys Fraz-Urb
'luu's commands and is de-

stroyed on the next
initiative count 20.

Magic Resistance.
Fraz-Urb'luu has advantage on saving
throws

against
spells and other magical effect s.

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

Mult iattack. 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 ACT
IONS

Fraz
-Urb'luu can take 3 legendary actions, choosing
from the

options below. Only one
legendary action option can be used

at a time and only at
the end of another creature's turn. Fraz-

Urb'l uu regains spent legendary actions at
the start of his turn.

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 grap·

pie only one
creature with his tail a t a time.

Phantasmal Killer (Costs 2 Actions).
Fraz-Urb'luu casts phantas-

mal killer, no concentration
required.
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