Out of the Abyss

(Jeff_L) #1
Fra7-l;rh"luu creatrc:; a wave of anguish. Each crea-
ture he can st>e within the lair must succeed on a
DC 23 Wisdom c:;aving throw or take 33 (6d10) psy-
rhic 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 e xceedingly difficulL
If a humanoid spends at least 1 hour within 1 mile
of the lair. that rreature must succeed on a DC 23
Wic;dom sa\·ing 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 dies. these effects fade over the course of
ldlO days.

MA D N E SS OF FRAZ-URB'LUU


Jf 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 mad-


ness. which is a character flaw that lasts until cured.
Sec the Dungeon Masters Guide for more on madness.

MADNESS OF FRAZ-URB'LUU
dlOO Flaw (lasts until cured)
01 - 20 "I never let anyone know the truth about my ac·
tions or intentions, even if doing so would be ben·
eficial 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 remembe ring
that it was JUSt a daydream."
61 - 80 "I convince myself that things are true, even in the
face of overwhelming evidence to the 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."

APPENDIX 1> lllt::\10~ LOHI>"
239
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