Fraz-Urbluu | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Fraz-Urbluu CR: 23 (24 in Lair)

Large fiend (demon), chaotic evil
Armor Class: 18 (natural armour)
Hit Points: 337 (27d10 + 189)
Speed: 40 ft , fly: 40 ft

STR

29 +9

DEX

12 +1

CON

25 +7

INT

26 +8

WIS

24 +7

CHA

26 +8

Saving Throws: Dex +8, Con +14, Int +15, Wis +14
Skills: Deception +15, Perception +14, Stealth +8
Damage Resistances: Cold, Fire, Lightning
Damage Immunities: Poison; Bludgeoning, Piercing, and Slashing from nonmagical attacks.
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Truesight 120 ft.
Languages: All, Telepathy 120 ft.
Challenge Rating: 23 (24 in Lair)

Innate Spellcasting. Fraz-Urb'luu's spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components:

At will: Alter Self (can become Medium when changing his appearance), Detect Magic, Dispel Magic, Phantasmal Force

1/day: Mirage Arcane, Modify Memory, Project Image

3/day: Confusion, Dream, Mislead, Programmed Illusion, Seeming


Legendary Resistance (3/Day). If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead.   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, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.

Actions

Multiattack. Fraz-Urb'luu makes three attacks: one with his bite and two with his fists.   Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) piercing damage.   Fist. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage.

Legendary Actions

Fraz-Urb'luu can take 3 legendary actions, 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 his turn.   Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24). The grappled creature is also restrained. Fraz-Urb'luu can grapple only one creature with his tail at a time.   Phantasmal Killer (Costs 2 Actions). Fraz-Urb'luu casts phantasmal killer, no concentration required.

Lair Actions

On Initiative count 20 (losing 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 become 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 simulacrum obeys Fraz-Urb'luu's commands and is destroyed on the next initiative count 20.
  • 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

Fraz-Urb'luu's mere presence in a plane other than his own bends it to his shape. His lair is the fane of this change, often it is where he was summoned or where he stays for extended time, his energies pooling around him.

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 frequently 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 dies, these effects fade over the course of 1d10 days.


Created by

Noble 7.

Statblock Type

Monster

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