Fraz-Urb'luu

Mordenkainen Presents: Monsters of the Multiverse p. 129,

Size
Large
Type
fiend (demon)
Alignment
chaotic evil
AC
18 (natural armor)
Hit Points
337 (27d10+189)
Speed
walk 40 ft., fly 40 ft.
Saving Throws
Dex +8, Con +14, Int +15, Wis +14
Skills
Deception +15, Perception +14, Stealth +8
Resistances
cold, fire, lightning
Immunities
poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities
charmed, exhaustion, frightened, poisoned
Senses
truesight 120 ft.
Passive Perception
24
Languages
all, telepathy 120 ft.
Challenge
23
STR
29
+9
DEX
12
+1
CON
25
+7
INT
26
+8
WIS
24
+7
CHA
26
+8

Traits

Proficiency Bonus

+7

Legendary Resistance (3/Day)

If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead.

recharge

3/DAY

Magic Resistance

Fraz-Urb'luu has advantage on saving throws against spells and other magical effects.

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

Multiattack

Fraz-Urb'luu makes one Bite attack and two Fist attacks, and he uses Phantasmal Terror.

Bite

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) force damage.

Fist

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) force damage.

Phantasmal Terror

Fraz-Urb'luu targets one creature he can see within 120 feet of him. The target must succeed on a DC 23 Wisdom saving throw, or it takes 16 (3d10) psychic damage and is frightened of Fraz-Urb'luu until the end of its next turn.

Spellcasting

Fraz-Urb'luu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):

  • At will: alter self (can become Medium when changing his appearance), detect magic, dispel magic, phantasmal force
  • 3/day each: mislead, programmed illusion, seeming
  • 1/day each: modify memory, project image

Lair Actions

On initiative count 20 (losing initiative ties), FrazUrb'luu can take one of the following lair actions when in his lair; he can't take the same lair action two rounds in a row:

Conjure Walls and Doors: Fraz-Urb'luu causes up to five doors within the lair to become walls and an equal number of doors to appear on walls where there previously were none.

Psychic Anguish: Fraz-Urb'luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or take 33 (6d10) psychic damage. Simulacrum: 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 simulacrum obeys Fraz-Urb'luu's commands and is destroyed on the next initiative count 20.

Legendary Actions

Legendary Actions (3/Turn)

Fraz-Urb'luu can take 3 legendary actions, choosing from the options below. Only one legendary action 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 its turn.

recharge

3/TURN

Tail

Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) force damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24), and it is restrained until the grapple ends. Fraz-Urb'luu can grapple only one creature with his tail at a time.

Terror (Costs 2 Actions)

Fraz-Urb'luu uses Phantasmal Terror.

Spells

alter self, detect magic, dispel magic, phantasmal force, mislead, programmed illusion, seeming, modify memory, project image

Other data

description