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<blockquote data-quote="dave2008" data-source="post: 8989159" data-attributes="member: 83242"><p>[ATTACH=full]281604[/ATTACH]</p><p>unknown</p><p></p><table style='width: 100%'><tr><td><strong><span style="font-size: 22px">Fraz-Urb'Luu (WIP)</span></strong></td><td><strong>Challenge</strong> 26</td></tr><tr><td><em>Huge fiend (demon prince), chaotic evil</em></td><td>180,000 Elite XP</td></tr></table><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Armor Class</strong> 18 (Natural Armor)</p><p><strong>Hit Points</strong> 797 (55d12 + 440; bloodied 398)</p><p><strong>Speed </strong>60 ft., fly 180 ft.</p><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>29 (+9)</td><td>20 (+5)</td><td>27 (+8)</td><td>28 (+9)</td><td>26 (+8)</td><td>26 (+8)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Saving Throws</strong> Strength +17, Dex +18, Int +17, Wis +16</p><p><strong>Skills </strong>arcana +17, deception +24, insight +16, perception +16, persuasion +16, stealth +13</p><p><strong>Damage Resistances </strong>acid, cold, fire,</p><p><strong>Damage Immunities</strong> lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Condition Immunities</strong> charmed, exhaustion, frightened, petrified, poisoned</p><p><strong>Senses </strong>truesight 240 ft., Passive Perception 26</p><p><strong>Languages </strong>all, telepathy 240 ft.</p><p><strong>Proficiency Bonus</strong> +8 <strong>Maneuver DC</strong> 25</p><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong><em>Abyssal Might. </em></strong>While in the Abyss, Fraz-Urb’luu's attacks ignore all resistances of creatures with less than 17 hit dice and he scores a critical hit on a roll of 19 or greater.</p><p></p><p><em><strong>Banishment.</strong></em> When Fraz-Urb’luu drops to 0 hit points, and he is not in Hollow's Heart, his body is destroyed but his essence travels back to his domain in Hollow's Heart, and is unable to take physical form for a time.</p><p></p><p><strong><em>Demon Prince (Elite Trait; 1/Rest). </em></strong>The first time Fraz-Urb’luu is bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and its Elite Actions and Traits are active for 1 hour.</p><p></p><p><em><strong>Immutable Form.</strong></em> Fraz-Urb’luu is immune to any spell or effect that would alter his form.</p><p></p><p><strong><em>Limited Magic Immunity.</em></strong> Unless he wishes to be affected, Fraz-Urb’luu is immune to cantrips and all spells from the school of Illusion and similar magic.</p><p></p><p><strong><em><strong><em>Lord of Hollow's Heart.</em></strong> </em></strong>While on Hollow's Heart, Pazuzu can’t be surprised, targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.</p><p></p><p><strong><em>Prince of Deception.</em> </strong>Fraz-Urb’luu's illusions and charms are particularly powerful, ignoring a creature's immunity to the charmed condition. Additionally, creatures make saving throws with disadvantge against Fraz-Urb’luu's illusions, charms, and similar spells and magic.</p><p></p><p><em><strong>Undetectable.</strong></em> Fraz-Urb’luu can’t be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or Fiends.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><em><strong>Multiattack.</strong></em> Fraz-Urb’luu makes a Fists attack. He can then make one Bite or Tail attack or use Phantasmal Terror.</p><p></p><p><em><strong>Bite.</strong> Melee Weapon Attack: </em>+16 to hit, reach 10 ft., one creature <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Grappled" target="_blank">grappled</a> by Fraz-Urb’luu, <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Incapacitated" target="_blank">incapacitated</a>, or <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Restrained" target="_blank">restrained</a>. Hit: 19 (3d6 + 9) magical piercing damage plus 21 (6d6) poison damage.</p><p></p><p><em><strong>Fists.</strong> Melee Weapon Attack</em>: +16 to hit, reach 10 ft., one target. Hit: 35 (6d8 + 9) magical bludgeoning damage plus 27 (6d8) force damage and the target must make a DC 25 Strength saving throw or be grappled or knocked prone, Fraz-Urb’luu's chocie.</p><p></p><p><em><strong>Tail.</strong> Melee Weapon Attack: </em>+16 to hit, reach 15 ft., one target.<em> Hit: </em>21 (3d8 + 9) magical bludgeoning damage. If the target is a Medium or smaller creature, it is also <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Grappled" target="_blank">grappled</a> (escape DC 25), and it is <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Restrained" target="_blank">restrained</a> until the grapple ends. Fraz-Urb’luu can grapple only one creature with his tail at a time.</p><p></p><p><em><strong>Phantasmal Terror.</strong></em> Fraz-Urb’luu targets one creature he can see within 120 feet of him and assaults it with horrifying illusions in is mind. The target must succeed on a DC 24 Wisdom saving throw, or it takes 22 (4d10) psychic damage and is <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Frightened" target="_blank">frightened</a> of Fraz-Urb’luu until the end of its next turn.</p><p></p><p><em><strong>Spellcasting.</strong></em> Fraz-Urb’luu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24):</p><p></p><p>At will: <a href="https://www.dndbeyond.com/spells/alter-self" target="_blank">alter self</a> (can become Medium-sized when changing his appearance), <a href="https://www.dndbeyond.com/spells/detect-magic" target="_blank">detect magic</a>, <a href="https://www.dndbeyond.com/spells/dispel-magic" target="_blank">dispel magic</a>, <a href="https://www.dndbeyond.com/spells/phantasmal-force" target="_blank">phantasmal force</a></p><p>3/day each: <a href="https://www.dndbeyond.com/spells/confusion" target="_blank">confusion</a>, <a href="https://www.dndbeyond.com/spells/dream" target="_blank">dream</a>, <a href="https://www.dndbeyond.com/spells/mislead" target="_blank">mislead</a>, <a href="https://www.dndbeyond.com/spells/programmed-illusion" target="_blank">programmed illusion</a>, <a href="https://www.dndbeyond.com/spells/seeming" target="_blank">seeming</a></p><p>1/day each: <a href="https://www.dndbeyond.com/spells/mirage-arcane" target="_blank">mirage arcane</a>, <a href="https://www.dndbeyond.com/spells/modify-memory" target="_blank">modify memory</a>, <a href="https://www.dndbeyond.com/spells/project-image" target="_blank">project image</a></p><p></p><p><strong><em>Summon Demons (1/Rest). </em></strong>Fraz-Urb’luu magically summons 2d4 vrocks, or 1d4 nalfeshnee; or (75% chance of success, 1/day) one demon lord; or (50% chance of success, 1/day) one demon prince.</p><p></p><p><em><strong>Teleport.</strong></em> Fraz-Urb’luu teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.</p><p></p><p><strong><u>LEGENDARY ACTIONS</u></strong></p><p>Fraz-Urb’luu can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Fraz-Urb’luu regains spent legendary actions at the start of his turn.</p><p></p><p><strong>Attack.</strong> Fraz-Urb’luu makes a Tail attack or uses Phantasmal Terror.</p><p><strong>Elite Recovery. </strong>Fraz-Urb’luu ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while <a href="https://a5e.tools/rules/conditions" target="_blank">unconscious</a> or <a href="https://a5e.tools/rules/conditions" target="_blank">incapacitated</a>.</p><p><strong>Glamour.</strong> Fraz-Urb’luu magically camouflages himself turning <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Invisible" target="_blank">invisible</a> until its concentration ends (as if concentrating on a spell). Any equipment Fraz-Urb’luu wears or carries is invisible with him.</p><p><strong>Regenerate.</strong> Fraz-Urb’luu regains 30 hit points.</p><p><strong>Teleport. </strong>Fraz-Urb’luu uses his Teleport action.</p><p><strong>Phantasmal Killer (Costs 2 Actions).</strong> Fraz-Urb’luu casts <a href="https://www.dndbeyond.com/spells/phantasmal-killer" target="_blank">phantasmal killer</a>, no concentration required.</p><p><strong>Pummel (Cost 2 Actions).</strong> Fraz-Urb’luu makes a Fist attack.</p><p><strong>Psychic Torment (Elite Action; Cost 3 Actions).</strong> Fraz-Urb’luu creates a wave of anguish. Each creature he can see within 120 feet of him must make a DC 24 Wisdom saving throw, taking 55 (10d10) psychic damage and be Dazed until the end of its next turn on a failed save, or half as much damage on a success.</p><p><strong>Simulacrum.</strong> Fraz-Urb’luu chooses one Humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the <a href="https://www.dndbeyond.com/spells/simulacrum" target="_blank">simulacrum</a> spell). This simulacrum obeys Fraz-Urb’luu’s commands and is destroyed on the next initiative count 20.</p><p></p><p>[HR][/HR]</p><p><strong><u>EQUIPMENT</u></strong></p><p>Staff of Fraz'Urb-Luu</p><p><em>Staff, artifact (requires attunement)</em></p><p>[spoiler=WIP]</p><p>This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While holding it, you gain a +3 bonus to Armor Class, saving throws, and spell attack rolls.</p><p></p><p>The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.</p><p></p><p><strong>Power Strike.</strong> When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.</p><p></p><p><strong>Spells.</strong> While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: <strong><a href="https://www.dndbeyond.com/spells/cone-of-cold" target="_blank">cone of cold</a></strong> (5 charges), <strong><a href="https://www.dndbeyond.com/spells/fireball" target="_blank">fireball</a></strong> (5th-level version, 5 charges), <strong><a href="https://www.dndbeyond.com/spells/globe-of-invulnerability" target="_blank">globe of invulnerability</a></strong> (6 charges), <strong><a href="https://www.dndbeyond.com/spells/hold-monster" target="_blank">hold monster</a></strong> (5 charges), <strong><a href="https://www.dndbeyond.com/spells/levitate" target="_blank">levitate</a></strong> (2 charges), <strong><a href="https://www.dndbeyond.com/spells/lightning-bolt" target="_blank">lightning bolt</a></strong> (5th-level version, 5 charges), <strong><a href="https://www.dndbeyond.com/spells/magic-missile" target="_blank">magic missile</a></strong> (1 charge), <strong><a href="https://www.dndbeyond.com/spells/ray-of-enfeeblement" target="_blank">ray of enfeeblement</a></strong> (1 charge), or <strong><a href="https://www.dndbeyond.com/spells/wall-of-force" target="_blank">wall of force</a></strong> (5 charges).</p><p></p><p><strong>Retributive Strike.</strong> You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.</p><p></p><p>You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.</p><p></p><table style='width: 100%'><tr><th>Distance from Origin</th><th>Damage</th></tr><tr><td>10 ft. away or closer</td><td>8 x the number of charges in the staff</td></tr><tr><td>11 to 20 ft. away</td><td>6 x the number of charges in the staff</td></tr><tr><td>21 to 30 ft. away</td><td>4 x the number of charges in the staff</td></tr></table><p></p><p></p><p></p><p>Fraz-Urb'luu's most impressive possession was the <em>Staff of Fraz'Urb-luu</em>. It was essentially a weapon with the combined powers of a <em><a href="https://forgottenrealms.fandom.com/wiki/Staff_of_command" target="_blank">staff of command</a></em>, a <em><a href="https://forgottenrealms.fandom.com/wiki/Rod_of_beguiling" target="_blank">rod of beguiling</a></em>, and a <em><a href="https://forgottenrealms.fandom.com/wiki/Rod_of_rulership" target="_blank">rod of rulership</a></em>.<a href="https://forgottenrealms.fandom.com/wiki/Fraz-Urb%27luu#cite_note-mm2-1e-p39-9" target="_blank">[8]</a></p><p></p><p>This rod can be wielded as a Large magic mace that grants a +3 bonus to attack and damage rolls made with it. Additionally, it deals an extra 6d8 cold, fire, or acid damage, your choice. on a hit.</p><p></p><p><strong><em>Absorption. </em></strong>While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same <a href="https://roll20.net/compendium/dnd5e/Rules:Spells?expansion=0#toc_3" target="_blank">level as the spell</a> when it was cast and is stored as a charge, see Spells below. Once the rod is fully charged (50 charged), it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.</p><p></p><p><strong><em>Heaven's Bane. </em></strong>On a hit, the rod deals an extra 10d10 radiant or necrotic damage to celestials, your choice.</p><p></p><p><strong><em>Lord of Hell.</em> </strong>While holding the rod you can use an action to cast Mass Suggestion at 9th level. If you are in hell, the spell ignores immunity to the charmed condition, the range is 1 mile, there is not limit on the number of devils targeted, and devils have disadvantage on the saving throw.</p><p></p><p><strong><em>Rulership</em></strong>. You can use an action present the rod and command obedience from each creature of your choice that you can see within 240 feet of you. Each target must succeed on a DC 20 Wisdom saving throw or be <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed" target="_blank">charmed</a> by you for 8 hours. While <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed" target="_blank">charmed</a> in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed" target="_blank">charmed</a> in this way.</p><p></p><p><strong><em>Spells.</em></strong> The rod has 50 charges. While holding this rod, you can use an action to cast one of the following spells (spell save DC 20, +12 to hit with attack spells): <a href="https://a5e.tools/spell/arcane-eye" target="_blank"><em>arcane eye</em></a> (4 charges), <a href="https://a5e.tools/spell-levels/third" target="_blank"><em>bestow curse</em></a> (3 charges), <a href="https://a5e.tools/spell/acid-arrow" target="_blank"><em>acid arrow </em></a>(9th level; 9 charges) <a href="https://a5e.tools/spell/cone-cold" target="_blank"><em>cone of cold</em></a> (9th level; 9 charges), <a href="https://a5e.tools/spell/lightning-bolt" target="_blank"><em>lightning bolt</em></a> (9th level; 9 charges).</p><p></p><p>The rod regains 3d10 + 10 charges daily at dawn.</p><p></p><p><strong><em>Special. </em></strong>While Asmodeus is in possession of the Ruby Rod it uses his save DC and attack bonus and attacks made with it ignore resistance to cold, acid, or lightning damage. Additional, it has the following property:</p><p></p><p><strong><em>Returning.</em></strong> The rod magically returns to Asmodeus' hand when summoned (no action).</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="dave2008, post: 8989159, member: 83242"] [ATTACH type="full" alt="1681211651086.png"]281604[/ATTACH] unknown [TABLE] [TR] [TD][B][SIZE=6]Fraz-Urb'Luu (WIP)[/SIZE][/B][/TD] [TD][B]Challenge[/B] 26[/TD] [/TR] [TR] [TD][I]Huge fiend (demon prince), chaotic evil[/I][/TD] [TD]180,000 Elite XP[/TD] [/TR] [/TABLE] [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B]Armor Class[/B] 18 (Natural Armor) [B]Hit Points[/B] 797 (55d12 + 440; bloodied 398) [B]Speed [/B]60 ft., fly 180 ft. [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]29 (+9)[/TD] [TD]20 (+5)[/TD] [TD]27 (+8)[/TD] [TD]28 (+9)[/TD] [TD]26 (+8)[/TD] [TD]26 (+8)[/TD] [/TR] [/TABLE] [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B]Saving Throws[/B] Strength +17, Dex +18, Int +17, Wis +16 [B]Skills [/B]arcana +17, deception +24, insight +16, perception +16, persuasion +16, stealth +13 [B]Damage Resistances [/B]acid, cold, fire, [B]Damage Immunities[/B] lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks [B]Condition Immunities[/B] charmed, exhaustion, frightened, petrified, poisoned [B]Senses [/B]truesight 240 ft., Passive Perception 26 [B]Languages [/B]all, telepathy 240 ft. [B]Proficiency Bonus[/B] +8 [B]Maneuver DC[/B] 25 [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B][I]Abyssal Might. [/I][/B]While in the Abyss, Fraz-Urb’luu's attacks ignore all resistances of creatures with less than 17 hit dice and he scores a critical hit on a roll of 19 or greater. [I][B]Banishment.[/B][/I] When Fraz-Urb’luu drops to 0 hit points, and he is not in Hollow's Heart, his body is destroyed but his essence travels back to his domain in Hollow's Heart, and is unable to take physical form for a time. [B][I]Demon Prince (Elite Trait; 1/Rest). [/I][/B]The first time Fraz-Urb’luu is bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and its Elite Actions and Traits are active for 1 hour. [I][B]Immutable Form.[/B][/I] Fraz-Urb’luu is immune to any spell or effect that would alter his form. [B][I]Limited Magic Immunity.[/I][/B] Unless he wishes to be affected, Fraz-Urb’luu is immune to cantrips and all spells from the school of Illusion and similar magic. [B][I][B][I]Lord of Hollow's Heart.[/I][/B] [/I][/B]While on Hollow's Heart, Pazuzu can’t be surprised, targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage. [B][I]Prince of Deception.[/I] [/B]Fraz-Urb’luu's illusions and charms are particularly powerful, ignoring a creature's immunity to the charmed condition. Additionally, creatures make saving throws with disadvantge against Fraz-Urb’luu's illusions, charms, and similar spells and magic. [I][B]Undetectable.[/B][/I] Fraz-Urb’luu can’t be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or Fiends. [B][U]ACTIONS[/U][/B] [I][B]Multiattack.[/B][/I] Fraz-Urb’luu makes a Fists attack. He can then make one Bite or Tail attack or use Phantasmal Terror. [I][B]Bite.[/B] Melee Weapon Attack: [/I]+16 to hit, reach 10 ft., one creature [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Grappled']grappled[/URL] by Fraz-Urb’luu, [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Incapacitated']incapacitated[/URL], or [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Restrained']restrained[/URL]. Hit: 19 (3d6 + 9) magical piercing damage plus 21 (6d6) poison damage. [I][B]Fists.[/B] Melee Weapon Attack[/I]: +16 to hit, reach 10 ft., one target. Hit: 35 (6d8 + 9) magical bludgeoning damage plus 27 (6d8) force damage and the target must make a DC 25 Strength saving throw or be grappled or knocked prone, Fraz-Urb’luu's chocie. [I][B]Tail.[/B] Melee Weapon Attack: [/I]+16 to hit, reach 15 ft., one target.[I] Hit: [/I]21 (3d8 + 9) magical bludgeoning damage. If the target is a Medium or smaller creature, it is also [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Grappled']grappled[/URL] (escape DC 25), and it is [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Restrained']restrained[/URL] until the grapple ends. Fraz-Urb’luu can grapple only one creature with his tail at a time. [I][B]Phantasmal Terror.[/B][/I] Fraz-Urb’luu targets one creature he can see within 120 feet of him and assaults it with horrifying illusions in is mind. The target must succeed on a DC 24 Wisdom saving throw, or it takes 22 (4d10) psychic damage and is [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Frightened']frightened[/URL] of Fraz-Urb’luu until the end of its next turn. [I][B]Spellcasting.[/B][/I] Fraz-Urb’luu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24): At will: [URL='https://www.dndbeyond.com/spells/alter-self']alter self[/URL] (can become Medium-sized when changing his appearance), [URL='https://www.dndbeyond.com/spells/detect-magic']detect magic[/URL], [URL='https://www.dndbeyond.com/spells/dispel-magic']dispel magic[/URL], [URL='https://www.dndbeyond.com/spells/phantasmal-force']phantasmal force[/URL] 3/day each: [URL='https://www.dndbeyond.com/spells/confusion']confusion[/URL], [URL='https://www.dndbeyond.com/spells/dream']dream[/URL], [URL='https://www.dndbeyond.com/spells/mislead']mislead[/URL], [URL='https://www.dndbeyond.com/spells/programmed-illusion']programmed illusion[/URL], [URL='https://www.dndbeyond.com/spells/seeming']seeming[/URL] 1/day each: [URL='https://www.dndbeyond.com/spells/mirage-arcane']mirage arcane[/URL], [URL='https://www.dndbeyond.com/spells/modify-memory']modify memory[/URL], [URL='https://www.dndbeyond.com/spells/project-image']project image[/URL] [B][I]Summon Demons (1/Rest). [/I][/B]Fraz-Urb’luu magically summons 2d4 vrocks, or 1d4 nalfeshnee; or (75% chance of success, 1/day) one demon lord; or (50% chance of success, 1/day) one demon prince. [I][B]Teleport.[/B][/I] Fraz-Urb’luu teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. [B][U]LEGENDARY ACTIONS[/U][/B] Fraz-Urb’luu can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Fraz-Urb’luu regains spent legendary actions at the start of his turn. [B]Attack.[/B] Fraz-Urb’luu makes a Tail attack or uses Phantasmal Terror. [B]Elite Recovery. [/B]Fraz-Urb’luu ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while [URL='https://a5e.tools/rules/conditions']unconscious[/URL] or [URL='https://a5e.tools/rules/conditions']incapacitated[/URL]. [B]Glamour.[/B] Fraz-Urb’luu magically camouflages himself turning [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Invisible']invisible[/URL] until its concentration ends (as if concentrating on a spell). Any equipment Fraz-Urb’luu wears or carries is invisible with him. [B]Regenerate.[/B] Fraz-Urb’luu regains 30 hit points. [B]Teleport. [/B]Fraz-Urb’luu uses his Teleport action. [B]Phantasmal Killer (Costs 2 Actions).[/B] Fraz-Urb’luu casts [URL='https://www.dndbeyond.com/spells/phantasmal-killer']phantasmal killer[/URL], no concentration required. [B]Pummel (Cost 2 Actions).[/B] Fraz-Urb’luu makes a Fist attack. [B]Psychic Torment (Elite Action; Cost 3 Actions).[/B] Fraz-Urb’luu creates a wave of anguish. Each creature he can see within 120 feet of him must make a DC 24 Wisdom saving throw, taking 55 (10d10) psychic damage and be Dazed until the end of its next turn on a failed save, or half as much damage on a success. [B]Simulacrum.[/B] Fraz-Urb’luu chooses one Humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the [URL='https://www.dndbeyond.com/spells/simulacrum']simulacrum[/URL] spell). This simulacrum obeys Fraz-Urb’luu’s commands and is destroyed on the next initiative count 20. [HR][/HR] [B][U]EQUIPMENT[/U][/B] Staff of Fraz'Urb-Luu [I]Staff, artifact (requires attunement)[/I] [spoiler=WIP] This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While holding it, you gain a +3 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. [B]Power Strike.[/B] When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. [B]Spells.[/B] While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: [B][URL='https://www.dndbeyond.com/spells/cone-of-cold']cone of cold[/URL][/B] (5 charges), [B][URL='https://www.dndbeyond.com/spells/fireball']fireball[/URL][/B] (5th-level version, 5 charges), [B][URL='https://www.dndbeyond.com/spells/globe-of-invulnerability']globe of invulnerability[/URL][/B] (6 charges), [B][URL='https://www.dndbeyond.com/spells/hold-monster']hold monster[/URL][/B] (5 charges), [B][URL='https://www.dndbeyond.com/spells/levitate']levitate[/URL][/B] (2 charges), [B][URL='https://www.dndbeyond.com/spells/lightning-bolt']lightning bolt[/URL][/B] (5th-level version, 5 charges), [B][URL='https://www.dndbeyond.com/spells/magic-missile']magic missile[/URL][/B] (1 charge), [B][URL='https://www.dndbeyond.com/spells/ray-of-enfeeblement']ray of enfeeblement[/URL][/B] (1 charge), or [B][URL='https://www.dndbeyond.com/spells/wall-of-force']wall of force[/URL][/B] (5 charges). [B]Retributive Strike.[/B] You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. [TABLE] [TR] [TH]Distance from Origin[/TH] [TH]Damage[/TH] [/TR] [TR] [TD]10 ft. away or closer[/TD] [TD]8 x the number of charges in the staff[/TD] [/TR] [TR] [TD]11 to 20 ft. away[/TD] [TD]6 x the number of charges in the staff[/TD] [/TR] [TR] [TD]21 to 30 ft. away[/TD] [TD]4 x the number of charges in the staff[/TD] [/TR] [/TABLE] Fraz-Urb'luu's most impressive possession was the [I]Staff of Fraz'Urb-luu[/I]. It was essentially a weapon with the combined powers of a [I][URL='https://forgottenrealms.fandom.com/wiki/Staff_of_command']staff of command[/URL][/I], a [I][URL='https://forgottenrealms.fandom.com/wiki/Rod_of_beguiling']rod of beguiling[/URL][/I], and a [I][URL='https://forgottenrealms.fandom.com/wiki/Rod_of_rulership']rod of rulership[/URL][/I].[URL='https://forgottenrealms.fandom.com/wiki/Fraz-Urb%27luu#cite_note-mm2-1e-p39-9'][8][/URL] This rod can be wielded as a Large magic mace that grants a +3 bonus to attack and damage rolls made with it. Additionally, it deals an extra 6d8 cold, fire, or acid damage, your choice. on a hit. [B][I]Absorption. [/I][/B]While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same [URL='https://roll20.net/compendium/dnd5e/Rules:Spells?expansion=0#toc_3']level as the spell[/URL] when it was cast and is stored as a charge, see Spells below. Once the rod is fully charged (50 charged), it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. [B][I]Heaven's Bane. [/I][/B]On a hit, the rod deals an extra 10d10 radiant or necrotic damage to celestials, your choice. [B][I]Lord of Hell.[/I] [/B]While holding the rod you can use an action to cast Mass Suggestion at 9th level. If you are in hell, the spell ignores immunity to the charmed condition, the range is 1 mile, there is not limit on the number of devils targeted, and devils have disadvantage on the saving throw. [B][I]Rulership[/I][/B]. You can use an action present the rod and command obedience from each creature of your choice that you can see within 240 feet of you. Each target must succeed on a DC 20 Wisdom saving throw or be [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed']charmed[/URL] by you for 8 hours. While [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed']charmed[/URL] in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed']charmed[/URL] in this way. [B][I]Spells.[/I][/B] The rod has 50 charges. While holding this rod, you can use an action to cast one of the following spells (spell save DC 20, +12 to hit with attack spells): [URL='https://a5e.tools/spell/arcane-eye'][I]arcane eye[/I][/URL] (4 charges), [URL='https://a5e.tools/spell-levels/third'][I]bestow curse[/I][/URL] (3 charges), [URL='https://a5e.tools/spell/acid-arrow'][I]acid arrow [/I][/URL](9th level; 9 charges) [URL='https://a5e.tools/spell/cone-cold'][I]cone of cold[/I][/URL] (9th level; 9 charges), [URL='https://a5e.tools/spell/lightning-bolt'][I]lightning bolt[/I][/URL] (9th level; 9 charges). The rod regains 3d10 + 10 charges daily at dawn. [B][I]Special. [/I][/B]While Asmodeus is in possession of the Ruby Rod it uses his save DC and attack bonus and attacks made with it ignore resistance to cold, acid, or lightning damage. Additional, it has the following property: [B][I]Returning.[/I][/B] The rod magically returns to Asmodeus' hand when summoned (no action). [/spoiler] [/QUOTE]
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