Page 147 - Mordenkainen's Tome of Foes Deluxe
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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

