Page 148 - Mordenkainen's Tome of Foes Deluxe
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• Fraz-Urb'luu creates a wave of anguish. Each crea- MADN ESS OF FRAZ· URB'LUU
ture he can see within the lair must succeed on a
dl OO Flaw (lasts until cured)
DC 23 Wisdom saving throw or take 33 (6d10) psy-
01-20 "I never let anyone know the truth about my ac-
chic damage.
tions or intentions, even if doing so would be ben-
REGIONAL EFFECTS eficial to me."
The region containing Fraz-Urb'luu's lair is warped by 21- 40 "I have intermittent hallucinations and fits of cata-
his magic, creating one or more of the following effects: tonia."
41-60 "My mind wanders as I have elaborate fantasies
Intelligent creatures within 1 mile of the lair fre-
quently see hallucinations of long-dead friends and that have no bearing on reality. When I return my
comrades that vanish after only a brief glimpse. focus to the world, I have a hard time remembering
Roads and paths within 6 miles of the lair twist and that it was just a daydream."
turn back on themselves, making navigation in the 61- 80 "I convince myself that things are true, even in the
area exceedingly difficult. face of overwhelming evidence to the contrary."
If a humanoid spends at least 1 hour within 1 mile 81- 00 "My perception of reality doesn't match anyone
of the lair, that creature must succeed on a DC 23 else's. It makes me prone to violent delusions that
Wisdom saving throw or descend into a madness make no sense to anyone else."
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
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 of "
Fraz-Urb'luu table to determine the nature of the ..
madness, which is a character flaw that lasts
until cured. See the Dungeon Master's
Guide for more on madness.
'
• CHAPTER 6 I BESTIARY
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