5e:Fraz-Urb'luu

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Deific Summary

Fraz-Urb'luu [1] [2] [3]
Prince of Deception, Demon Lord of Illusions
Deific Type: Demon Lord
Portfolio: Deception and Illusion
Gender: Male
Alignment: Chaotic Evil
Domains:
Plane: Abyss
Symbol: Unstated
Worshipers: Unstated
Pantheon: Demon

Fraz-Urb’luu is the Prince of Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies — mortal and Fiend alike — to do his will. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. [3]

Fraz-Urb'luu as a Creature

Fraz-Urb'luu (Individual) (Pointer) [1] [2] [3] [4]
Large Fiend  (Demons, Demon Lords), Chaotic Evil
Armor Class: 18
Hit Points: 337
Speed: 40 ft., fly 40 ft.
Str Dex Con Int Wis Cha
Saving Throws: Dex, Con, Int, Wis
Skills: Deception, Perception, Stealth
Damage Resistances: cold, fire, lightning
Damage Immunity: poison; bludgeoning, piercing, and slashing  that is nonmagical
Condition Immune: charmed, exhaustion, frightened, poisoned
Senses: truesight 120 ft., passive perception 24
Languages: all, telepathy 120 ft.
Challenge: 23 (50,000 xp)Proficiency Bonus (PB): +7

Features

Innate Spellcasting (OotA and MToF variants only, Charisma). [5]

Legendary Resistance (3/Day). [6] If Fraz-Urb’luu fails a saving throw, he can choose to succeed instead.

Magic Resistance. [6] Fraz-Urb’luu has advantage on saving throws against spells and other magical effects.

Magic Weapons (OotA and MToF variants only). [6] [7] 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.

Bite. [7] [8] Melee Weapon Attack

Fist. [7] [8] Melee Weapon Attack

Phantasmal Terror (MotM variant only). [9]

Spellcasting (MotM variant only). [5]

Legendary Actions

The fiend 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. The fiend regains spent legendary actions at the start of its turn.

Tail. [7] [8] Melee Weapon Attack

Terror (MotM variant only, Costs 2 Actions). [9]

Phantasmal Killer (OotA and MToF variants only, Costs 2 Actions). [9]

Unofficial Description: Demon Lord of deception and illusions.


Sources and Notes

  1. Chrstopher Perkms, et. al.. Out of the Abyss (5e) (2015). Wizards of the Coast. p. 238-239. Licensed: © Wizards of the Coast (used under 'fair use' clause). 1.0 1.1
  2. Wizards RPG Team. Mordenkainen's Tome of Foes (5e) (2018-05-07). Wizards of the Coast. ISBN 978-0-7869-6624-0. p. 146-147. Licensed: © Wizards of the Coast (used under 'fair use' clause). 2.0 2.1
  3. Jeremy Crawford. Monsters of the Multiverse (5e) (2022-05-17). Wizards of the Coast. ISBN 978-0786967872. p. 128-129. Licensed: © Wizards of the Coast (used under 'fair use' clause). 3.0 3.1 3.2
  4. Variation: The OotA variant has more hit points.
  5. Variation (Spellcasting): The MotM variant moves the Innate Spellcasting feature to the Spellcasting action. 5.0 5.1
  6. Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team. SRD-OGL v5.1 (5e) (2015.05.06). Wizards of the Coast. Licensed: OGL. 6.0 6.1 6.2
  7. Variation (Magic Weapons/Bite/Fist): The MotM variant does not have the Magic Resistance feature, but replaces piercing and bludgeoning damage with force damage. 7.0 7.1 7.2 7.3
  8. Variation (Bite/Fist/Tail): The OotA variant does more damage. 8.0 8.1 8.2
  9. Variation (Phantasmal Terror/Terror/Phantansmal Killer): The MotM variant expands the OotA and MToF version's Phantasmal Killer legendary action with the Phantasmal Terror action and Terror legendary action. 9.0 9.1 9.2

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