18 (natural armor)
337 (27d10+189)
walk 40 ft., fly 40 ft.
Dex +8, Con +14, Int +15, Wis +14
Deception +15, Perception +14, Stealth +8
cold, fire, lightning
poison; bludgeoning, piercing, slashing from nonmagical attacks
charmed, exhaustion, frightened, poisoned
truesight 120 ft.
all, telepathy 120 ft.
23
If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead.
Fraz-Urb'luu has advantage on saving throws against spells and other magical effects.
Fraz-Urb'luu's weapon attacks are magical.
Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.
Fraz-Urb'luu's spellcasting ability is Charisma (spell save DC 23). Fraz-Urb'luu 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 • 3/Day each: confusion, dream, mislead, programmed illusion, seeming • 1/Day each: mirage arcane, modify memory, project image
Fraz-Urb'luu makes three attacks: one with his bite and two with his fists.
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) piercing damage.
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage.
Fraz-Urb'luu can take 2 legendary actions, choosing from the options below. Only one legendary action 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 its turn.
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 target is also restrained. Fraz-Urb'luu can grapple only one creature with his tail at a time.
Fraz-Urb'luu casts phantasmal killer, no concentration required.
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.
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.
18 (natural armor)
337 (27d10 + 189)
walk 40 ft., fly 40 ft.
Dex +8, Con +14, Int +15, Wis +14
Deception +15, Perception +14, Stealth +8
cold, fire, lightning
poison; bludgeoning, piercing, and slashing that is nonmagical
charmed, exhaustion, frightened, poisoned
truesight 120 ft.
all, telepathy 120 ft.
23
+7
If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead.
Fraz-Urb'luu has advantage on saving throws against spells and other magical effects.
Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or Fiends.
Fraz-Urb'luu makes one Bite attack and two Fist attacks, and he uses Phantasmal Terror.
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) force damage.
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) force damage.
Fraz-Urb'luu targets one creature he can see within 120 feet of him. The target must succeed on a DC 23 Wisdom saving throw, or it takes 16 (3d10) psychic damage and is frightened of Fraz-Urb'luu until the end of its next turn.
Fraz-Urb'luu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23): • At will: alter self (can become Medium when changing his appearance), detect magic, dispel magic, phantasmal force • 3/Day each: mislead, programmed illusion, seeming • 1/Day each: modify memory, project image
On initiative count 20 (losing initiative ties), FrazUrb'luu can take one of the following lair actions when in his lair; he can't take the same lair action two rounds in a row: Conjure Walls and Doors: Fraz-Urb'luu causes up to five doors within the lair to become walls and an equal number of doors to appear on walls where there previously were none. Psychic Anguish: 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. Simulacrum: 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 can take 3 legendary actions, choosing from the options below. Only one legendary action 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 its turn.
Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) force damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24), and it is restrained until the grapple ends. Fraz-Urb'luu can grapple only one creature with his tail at a time.
Fraz-Urb'luu uses Phantasmal Terror.