'
- Fraz-Urb'luu creates a wave of anguish. Each crea-
ture he can see within the lair must succeed on a
DC 23 Wisdom saving throw or take 33 (6d10) psy-
chic 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 fre-
quently 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 d ies, these effects fade over the course of
ldlO 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 Dungeon Master's
Guide for more on madness.
MADNESS OF FRAZ·URB' LUU
dlOO Flaw (last s until cured)
0 1-20 " I never let anyone know the truth a bo ut my ac-
t ions or intent ions, even if doing so would be ben-
eficia l to me."
21 - 40 " I have intermittent hallucinations and fits of cata-
tonia."
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 dayd ream."
61 - 80 " I convince mysel f that things a re t rue, even in the
face of overwhelming evidence to t he 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."
CHAPTER 6 I BESTIARY
"
..