Out of the Abyss

(Jeff_L) #1

FRAZ-URB'LUU
All demons are liars. but 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.
One<~ imprisoned for centuries below Castle Grey-
hawk on the world of Oenh. 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. mus-
cular neck and 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. Often
the demon lord becomes so immersed in playing a role
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 mas te r
is a beneficent being and granter of wishes, some lost god
or celcstia I, 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


FRAZ-URB'LUU
Large fitnd (demon), choolic evil

Armor Clas s 18 (natural armor)
Hit Points 350 (28d10 + 196)
Speed 40ft., fly 40ft.


STR
29 {+9)

DEX
12 (+1)

CON
25 {+7)

INT
26 (+8)

WIS
24 (+7)

Saving Throws Dex +8, Con + 15, I nt + 15 , Wis + 1 4
Skills Deception + 15, Percept io n + 14, Stealt h +8
Da mage Resistances cold, fire, lightning


CHA
26 (+8)

Damage Immunities poison; bludgeoning, piercing, and
slashing that is nonmagical
Condition Immunities charmed, exhaustion, frightened,
poisoned
Senses truesight 120ft., passive Perception 24
Languages a ll, telepathy 120ft.
Challenge 23 ( 50 , 000 XP)


Innate Spellcasting. Fr az-Urb'luu's spellcasting abilit y is Ch a -
n s m a (s pell save DC 23 ). Fraz-Urb'lu u can innately cast the
followmg spells. requ~ring no materia l components:


At w1ll: alter self (can become Medium-sized when changing h is
appearance), detect mogte, dispel magic, phantasmal force
3fday each· confilsion. dream, mislead, programmed illu·
sion, seeming
1jday each: mirage arcane, m odify memory, project image


Legendary Resistance (3fDay). If Fraz-Urb'l uu fa ils a saving
throw, he can cho o s e to succeed insteady.


i\I' I'FNDTX 0 I Dl MON LOR DS


of their holy cause. only to eventually reveal his true na-
ture and claim their souls as his own.

FRAZ-URB'Luu's L AIR
Fraz-Urb'luu's lair lies within the Abyssal lair known as
Hollow's Heart. a featureles<-plain of white dust with
few structures on it. The lair •tsclf is the city of Zorag-
melok. a circular fortress surrounded by adamantine
walls topped with razors and hooks. Corkscrew towers
loom above twisted domes and vast amphitheaters.
just a few examples of the impossible architecture that
fi lis the city.
The challenge rating of Fraz-Urb'luu is 24 (62.000 XP)
when he's encountered in his lair.

LAIR ACTIONS
On initiative count 20 (losi ng 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 be
come 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 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 effects.
Magic Weapons. Fraz·Urb'luu's weapon attacks are magical.

Undetectable. Fraz-Urb'luu can't be targeted by divination
magic, perce1ved through magical scrying sensors , o r de tected
by abilities that sense demons or fiends.

ACTIONS
Multiattack. Fraz-Urb'luu makes t hree attacks : one with his
bite and two with his fists.
Bite. Melee Weapon Attock: +16 to h it, reach 10 ft., one t a rge t.
Hit: 23 (4d6 + 9) piercing damage.
Fist. Melee Weapon Attock: + 16 to hit, reach 10 ft., one t arget.
Hit: 27 (4d8 + 9) bludgeoning damage.

LEGENDARY A CTIONS
Fraz-Urb'luu can take 3 legendary act ions, 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'luu regains spent legendary actions at the start of h is turn.
Tail. Melee Weapon Attock: + 16 to hi t , reach 15 ft ., one target.
Hit: 31 (4d 10 + 9) b ludgeoning damage. If the target is a
Large or smaller creature, i t is also grappled (e scape DC 24 ).
The grappled target is also restrained. Fraz-Urb'luu can grap-
p le only one creature wit h h is tail at a time.
Phantasmal Killer (Costs 2 Actions). Fraz-Urb'l uu casts phantas-
mal killer, no concentration required.
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