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Fraz-Urb ‘Luu (Prince of Deception)  

Fraz-Urb 'Luu
Fraz-Urb’luu, Prince of Deception, as depicted on the cover of Dragon #333 (2005).

Fraz-Urb ‘Luu dwells on an abyssal plane that seems totally flat and featureless. The dreary place is actually alive to the demon’s wishes, and shapes itself accordingly into hills, caves, etc. From the experiences of two individuals who have been there and returned, the horrible place is not only depressing and sickening, but magic items there lose their dweomer.

Therefore, it seems almost certain that any magic treasure Fraz-Urb ‘Luu possesses (save for artifacts and relics) will be spoiled.

For several centuries Fraz-Urb’Luu was trapped under Castle Greyhawk in a stone prison. Many adventurers unwary enough to converse with him were destroyed forever. Eventually two powerful individuals, a wizard and a cleric, were duped into performing a series of heroic deeds that set him free. As their just rewards, the demon prince transported them to his abyssal lair where they still serve as his slaves.

Fraz-Urb ‘Luu is looking for his staff, a powerful artifact which is said to combine the powers of several staves and rods. The dreaded artifact was stolen from him while he was imprisoned, and even the other demon princes do not desire its recovery.

Fraz-Urb ‘Luu appears as a hulking, 18-foot-tall humanoid. His body is covered in short, coarse, blue hair. His feet are broad and splayed, and his hands are large and stubby. His visage is beautiful, but cruel, and the mouth is huge and fanged. Large, ragged ears jut from the central portion of the skull to beyond the domed, rather pointed, head.

He has pale gray skin and two vast wings of dull black project from his back. His tail is hairless, from a gray base to a pale blue tip.

Fraz-Urb’luu

Kain’s 5e Monstrous Manual – Page 54 – Dicefreaks

Huge fiend (demon), chaotic evil
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Armor Class 20 (natural)
Hit Points 513 (27d12 + 189)
Speed 40 ft., fly 40 ft.
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STR 29 (+9) DEX 12 (+1) CON 25 (+7) INT 26 (+8) WIS 24 (+7) CHA 26 (+8)
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Saving Throws Dex +9, Con +15, Int +16, Wis +15
Skills Deception +24, Perception +15, Stealth +9
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhausted, frightened, poisoned
Senses truesight 120 ft., passive Perception 25
Languages All, telepathy 120 ft.
Challenge 25 (75,000 XP)
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Innate Spellcasting. Fraz-Urb’luu’s innate spellcasting ability is Charisma (spell save DC 24). He can innately cast the following spells as 9th level spells, requiring no material components:
At will: alter self (can become Medium when changing appearance) detect magic, major image, phantasmal force
3/day each: confusion, dream, mislead, programmed illusion, seeming, teleport
1/day each: mirage arcane, modify memory, project image

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

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

Magic Weapons. Fraz-Urb’luu’s weapon attacks are magical.

Undetectable: Fraz-Urb’luu cannot be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.

ACTIONS
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Multiattack. Fraz-Urb’luu makes three attacks, one with his bite and two with his fists.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) piercing damage.

Fist. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. Any spells 3rd level or lower active on the target end. For any spells higher than 3rd level, Fraz makes an Intelligence check to end them.

Disjoin Fraz-Urb’luu touches a magic item (+17 to hit), causing it to become non-magical for 1 year. The item’s wielder can make a single DC 24 Wisdom saving throw during a short or long rest to end this effect. If used successfully to disjoin an artifact, Fraz-Urb’luu must also save against this power or lose access to his Legendary Actions, Legendary Resistance and Innate Spellcasting for 1 year.

LEGENDARY ACTIONS
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Fraz-Urb’luu 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. Fraz-Urb’luu regains spent legendary actions at the start of his turn.

Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 25). The grappled creature is also restrained. Fraz-Urb’luu can only grapple one creature with his tail at a time.

Phantasmal Killer. Fraz-Urb’luu casts phantasmal killer, no concentration required.

Deception (Costs 3 Actions). Fraz-Urb’luu tricks a demon into thinking it has been summoned. The demon appears in an unoccupied space within 100 feet of Fraz-Urb’luu. Fraz-Urb’luu can deceive even demon lords and princes into appearing in this manner, though he tends to teleport away immediately following. A demon lord or prince can make an Insight check opposed by Fraz-Urb’luu’s Deception check to negate this ability. A demon summoned in this manner remains for 1 minute or until reduced to 0 hit points. Demons slain in this manner are not actually dead.

LAIR ACTIONS
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On initiative count 20 (losing initiative ties), Fraz-Urb’luu takes 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 five 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 24 Wisdom saving throw or take 33 (6d10) psychic damage.

REGIONAL EFFECTS
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The region containing Fraz-Urb’luu’s lair is warped by his magic, which creates one or more of the following effects. If Fraz-Urb’luu dies, these effects fade over the course of 1d10 days.

• 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 24 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.

Madness of Fraz-Urb’luu
A creature that goes mad in Fraz-Urb’luu’s lair or within sight of the demon lord gains a character flaw as listed below.

1-20“I never let anyone know the truth about my actions or intentions, even if doing so would be beneficial to me.”
21-40“I have intermittent hallucinations and fits of catatonia”
41-60“My mind wanders as I have elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.”
61-80“I convince myself that things are true, even in the face of overwhelming evidence to the contrary.”
81-100“My perception of reality doesn’t match anyone else’s. It makes me prone to violent delusions that make no sense to anyone else.”

Fraz-Urb’ Luu (Prince of Deception)

Fraz-Urb’ Luu (Prince of Deception)
Huge outsider (Chaotic, Evil)
Hit Dice77d8+924 (1270 hp)
Initiative+9 (+5 Dexterity, +4 Improved Initiative)
Speed40 ft, Fly 50 ft (average)
AC38 (-2 size, +5 Dexterity, +25 natural)
Attacks2 slams +92 melee, bite +90 melee, tail slash +90 melee
DamageSlam 2d6+16, bite 2d6+8, tail slash 2d4+8
Face/Reach10 ft by 10 ft/15 ft
Special AttacksSpell-like abilities, spells, improved grab, tear, summon demons, summon prince or lord
Special QualitiesDamage reduction 30/+3, SR 30, immunities, demon qualities, telepathy, Darkvision 60 ft
SavesFort +52, Ref +45, Will +51
AbilitiesStrength 42, Dexterity 20, Constitution 34, Intelligence 32, Wisdom 32, Charisma 36
SkillsBluff +93, Concentration +93, Diplomacy +93, Hide +91, Intimidate +93, Intuit Direction +93, Knowledge (arcana) +93, Knowledge (planes) +93, Knowledge (history) +93, Knowledge (geography) +93, Knowledge (religion) +93, Listen +93, move silently +91, Scry +93, Search +93, Sense Motive +93, Spellcraft +93, Spot +93
FeatsBlind-Fight, Cleave, Combat Casting, Combat Reflexes, Empower Spell, Extend Spell, Great Cleave, Improved Critical (slam, bite, tail), Improved Initiative, Improved Unarmed Strike, Multiattack, Power Attack, Quicken Spell, Spell Penetration, Stunning Fist, Weapon Focus (slam, bite, tail)
Climate/TerrainAny land and underground
OrganizationSolitary or troupe (2-4 nalfeshnees or 1-2 balors)
Challenge Rating65
TreasureDouble standard
AlignmentAlways chaotic evil
AdvancementBy character class

COMBAT

Fraz-Urb ‘Luu will pummel and bite a foe in combat, or use his tail to slash an opponent or entwine an opponent while he bites and pummels him.

One of his favorite tactics, after a group of would-be-slayers has been worn down, is to summon another demon prince to deal with them.

Fraz-Urb ‘Luu will teleport away when the prince or lord arrives.

Spell-Like Abilities: At will-blasphemy, deeper darkness, desecrate, detect good, detect law, fear, dispel magic, greater, hypnotic pattern, mislead, polymorph, polymorph other, pyrotechnics, read magic, suggestion, symbol of death, symbol of fear, symbol of insanity, symbol of pain, symbol of persuasion, symbol of strife, symbol of stunning, symbol of weakness, telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight, wall of fire;

1/day – plane shift, power word blind, and prismatic spray.

These abilities are as the spells cast by a 20th-level sorcerer (save DC 23 + spell level).

Spells: Fraz-Urb ‘Luu casts arcane spells as a 20th-level sorcerer (save DC 23 + spell level) and divine spells as a 20th-level cleric (save DC 20 + spell level). He has access to the domains of Chaos, Evil, Knowledge, and Trickery.

Improved Grab (Ex): To use this ability, Fraz-Urb ‘Luu must hit an opponent with a slam attack or his tail attack. If he gets a hold he tears the flesh.

Tear (Ex): Fraz-Urb ‘Luu automatically hits a held opponent with all his melee attacks each round he maintains the hold.

Summon Demons (Sp): Three times per day Fraz-Urb ‘Luu can automatically summon 1d2 balors, 1d3 nalfeshnees, or 1d4 mariliths.

Summon Prince or Lord (Sp): Once per day Fraz-Urb ‘Luu can attempt to deceive another demon prince or lord into believing that he or she has been summoned by the party (so long as the party and Fraz- Urb ‘Luu are on the same plane) with a 70% of success. If the deception succeeds, the summoned demon prince (lord) or princess (lady) appears believing to have been summoned by those opposing Fraz-Urb ‘Luu.

Immunities (Ex): Fraz-Urb ‘Luu is immune to all mind-influencing effects and detection spells and effects.

Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20.

Telepathy (Su): Fraz-Urb ‘Luu can communicate telepathically with any creature within 100 feet that has a language.

Fraz-Urb’Luu first appeared in S4 The Lost Caverns of Tsojcanth (Gary Gygax, 1982).

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