Page 147 - Mordenkainen's Tome of Foes Deluxe
P. 147

1                                      adversaries, driving the hunters to greater and greater
           FRAZ- URB LUU
                               -----                            atrocities in the name of their cause, only to eventually
           All demons are liars, but Fraz-Urb'luu is the Prince of
                                                                reveal his true nature and claim their souls as his own.
           Deception and Demon Lord of Illusions. He uses every
           trick, every ounce of demonic cunning, to manipulate   FRAZ-URB'Luu's LAIR
           his enemies- mortal and fiend alike- to do his will.
                                                                Fraz-Urb'luu's lair lies within the abyssal realm of Hol-
           Fraz-Urb'luu can create dreamlands and mind-bending
                                                                low's Heart, a featureless plain of  white dust with few
           fantasies able to deceive the most discerning foes.
                                                               structures on it. The lair itself is the city of Zoragmelok,
             Once imprisoned for centuries below Castle Grey-
                                                               a circular fortress surrounded by adamantine walls
           hawk on the world of Oerth, Fraz-Urb'luu has slowly
                                                                topped with razors and hooks. Corkscrew towers loom
           rebuilt his power in the Abyss. He seeks the pieces of
                                                                above twisted domes and vast amphitheaters, just a few
           the legendary staff  of  power taken from him by those
                                                                examples of the city's impossible architecture.
           who imprisoned him, and commands his servants to
           do likewise.                                          The challenge rating of Fraz-Urb'luu is 24 (62,000 XP)
             The Prince of Deception's true form is like that of a   when he's encountered in his lair.
           great gargoyle, some 12 feet tall, with an extended, mus-
                                                               L AIR A CTIONS
           cular neck and a smiling face framed by long, pointed
                                                               On initiative count 20 (losing initiative ties), Fraz-
           ears and lank, dark hair, and bat-like wings are furled
                                                               Urb'luu can take a lair action to cause one of the
           against his powerful shoulders. He can assume other
                                                                following effects; he can't use the same effect two
           forms, however, from the hideous to the beautiful. Often
                                                                rounds in a row:
           the demon lord becomes so immersed in playing a role
           that he loses himself in it for a time.             •  Fraz-Urb'luu causes up to five doors within the lair to
             Many of the cultists of Fraz-Urb'luu aren't even aware   become walls, and an equal number of doors to ap-
           they serve the Prince of Deception, believing their   pear on walls where there previously were none.
           master is a beneficent being and granter of  wishes,   •  Fraz-Urb'luu chooses one humanoid within the lair
           some lost god or celestial, or  even another fiend. Fraz-  and instantly creates a simulacrum of that creature
           Urb'luu wears all these masks and more. He particularly   (as if created with the simulacrum spell). This sim-
           delights in aiding demon-hunters against his demonic   ulacrum obeys Fraz-Urb'luu's commands and is de-
                                                                 stroyed on the next initiative count 20.
           FRAZ- URB'LUU                                       Magic Resistance. Fraz-Urb'luu has advantage on saving throws
           Large fiend (demon), chaotic evil                   against spells and other magical effects.
                                                               Magic Weapons.  Fraz-Urb'luu's weapon attacks are magical.
           Armor Class 18 (natural armor)
           Hit Points 337 (27d10 + 189)                        Undetectable. Fraz-Urb'luu can't be targeted by divination
           Speed 40 ft., fly 40 ft.                            magic, perceived through magical scrying sensors, or detected
                                                               by abilities that sense demons or fiends.
             STR     DEX     CON     INT    WIS     CHA
            29 (+9)   12 (+1)   25 (+7)   26 (+8)   24 (+7)   26 (+8)   ACTIONS
                                                               Multiattack.  Fraz-Urb'luu makes three attacks: one with his
           Saving Throws  Dex +8, Con +14,  Int +15, Wis +14
                                                               bite and two with his fists.
           Skills Deception +15, Perception +14, Stealth +8
           Damage Resistances cold, fire, lightning            Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
           Damage Immunities poison; bludgeoning, piercing, and   Hit: 19 (3d6 + 9) piercing damage.
             slashing that is nonmagical
                                                               Fist. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
           Condition Immunities charmed, exhaustion, frightened,
                                                               Hit: 22 (3d8 + 9) bludgeoning damage.
             poisoned
           Senses truesight 120 ft., passive Perception 24
                                                               LEGENDARY ACTIONS
           languages all, telepathy 120 ft.
           Challenge 23  (50,000 XP)                           Fraz-Urb'luu can take 3 legendary actions, choosing from the
                                                               options below. Only one legendary action option can be used
           Innate Spellcasting. Fraz·Urb'luu's spellcasting ability is Cha-  at a time and only at the end of another creature's turn. Fraz-
           risma (spell save DC 23). Fraz-Urb'luu can innately cast the   Urb'luu regains spent legendary actions at the start of  his turn.
           following spells, requiring no material components:
                                                               Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target.
           At will: alter self  (can become Medium when changing his ap-  Hit: 20 (2d10 + 9) bludgeoning damage. If the target is a
             pearance), detect magic, dispel magic, phantasmal force   Large or smaller creature, it is also grappled (escape DC 24).
           3/day each: confusion, dream, mislead, programmed illu-  The grappled target is also restrained. Fraz-Urb'luu can grap·
            sion, seeming                                        pie only one creature with his tail at a time.
           1/day each: mirage arcane, modify memory, project image   Phantasmal Killer (Costs 2 Actions). Fraz-Urb'luu casts phantas-
                                                                 mal killer, no concentration required.
           Legendary Resistance (3/Day).  lfFraz-Urb'luu fails a saving
           throw, he can choose to succeed instead.



           CHAPTER  6  I  BESTIARY
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