'
- Fraz-Urb'luu creates a wave of anguish. Each crea-
ture he can see within the lair must succeed on aDC 23 Wisdom saving throw or take 33 (6d10) psy-chic damage.REGIONAL EFFECTSThe region containing Fraz-Urb'luu's lair is warped byhis 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 andcomrades that vanish after only a brief glimpse.Roads and paths within 6 miles of the lair twist andturn back on themselves, making navigation in thearea exceedingly difficult.If a humanoid spends at least 1 hour within 1 mile
of the lair, that creature must succeed on a DC 23Wisdom saving throw or descend into a madnessdetermined by the Madness of Fraz-Urb'luu table. Acreature that succeeds on this saving throw can't beaffected 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 ofFraz-Urb'luu table to determine the nature of themadness, which is a character flaw that lastsuntil cured. See the Dungeon Master'sGuide for more on madness.MADNESS OF FRAZ·URB' LUUdlOO 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 fantasiesthat have no bearing on reality. When I return myfocus to the world, I have a hard time rememberingthat it was just a dayd ream."61 - 80 " I convince mysel f that things a re t rue, even in theface of overwhelming evidence to t he contrary."81 - 00 "My perception of reality doesn't match anyoneelse's. It makes me prone to violent delusions thatmake no sense to anyone else."CHAPTER 6 I BESTIARY"
..