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Fraz-Urbluu in Hollow's Heart in Dungeons & Dragons 5e

Fraz-Urbluu in Hollow's Heart CR: 27

Large fiend (demon), chaotic evil
Armor Class: 18 (natural armour)
Hit Points: 398 (32d10 + 222)
Speed: 40 ft , fly: 40 ft

STR

29 +9

DEX

12 +1

CON

25 +7

INT

26 +8

WIS

24 +7

CHA

26 +8

Saving Throws: Dex +9, Con +15, Int +16, Wis +15
Skills: Deception +16, Perception +15, Stealth +9
Damage Resistances: Cold, Fire, Lightning
Damage Immunities: Poison; Bludgeoning, Piercing, and Slashing from nonmagical attacks.
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Truesight 500 ft.
Languages: All, Telepathy 1 mi.
Challenge Rating: 27
Proficiency Bonus: +8

Innate Spellcasting. Fraz-Urb'luu's spellcasting ability is Charisma (spell save DC 24). Demogorgon 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 (5th level), Phantasmal Force, Seeming

1/day: Mirage Arcane, Modify Memory (9th level), Project Image

3/day: Confusion (6th level), Dream, Mislead, Programmed Illusion


Legendary Resistance (4/Day). If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead.   Demonic Awakening (Recharges after a Short or Long Rest). If Fraz-Urb'luu would be reduced to 0 hit points, his current hit point total instead resets to 318 (80% of his maximum hit points) hit points, he regains any expended uses of Legendary Resistance. Additionally, he can now use the options in the "Mythic Actions" section for 1 hour.   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 can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.

Actions

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) bludgeoning damage.

Bonus Actions

Conjure Walls and Doors. Fraz-Urb'luu causes up to 1d12 doors within 300 ft of him to become walls, and an equal number of doors to appear on walls where there previously were none. Fraz-Urb'luu needn't see the doors and walls, but he must aware of the doors and walls.   Simulacrum. Fraz-Urb'luu chooses one humanoid he can see 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 at the start of his next turn.   Psychic Anguish. Fraz-Urb'luu creates a wave of anguish. Each creature he can see within 120ft must succeed on a DC 24 Wisdom saving throw or take 33 ( 6d10) psychic damage.

Legendary Actions

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: 20 (2d10 + 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 grapple only one creature with his tail at a time.   Phantasmal Killer (Costs 2 Actions). Fraz-Urb'luu casts phantasmal killer, no concentration required.  

Mythic Actions

If Fraz-Urb'luu's Demonic Awakening trait has activated in the last hour, he can use the options below as legendary actions.   Alter Self. Fraz-Urb'luu casts alter self (can become Medium when changing his appearance).   Dispel Magic (Costs 2 Actions). Fraz-Urb'luu casts dispel magic at 3rd level.

Lair Actions

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 12 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 lasts for 1 hour or until he uses this action again.
  • Fraz-Urb'luu creates a wave of anguish. Each creature he is aware off in his lair within the lair must succeed on a DC 24 Wisdom saving throw or take 33 ( 6d10) psychic damage

Fraz-Urb'luu's Lair is the city Zoragmelok.


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