Fraz-Urb'luu

Legendary groupMTFp. 1462014

This entry has no prose โ€” see the raw data below.

Raw data
{
  "name": "Fraz-Urb'luu",
  "page": 146,
  "__prop": "legendaryGroup",
  "source": "MTF",
  "lairActions": [
    "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:",
    {
      "type": "list",
      "items": [
        "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 {@spell simulacrum} spell). This simulacrum obeys Fraz-Urb'luu's commands and is destroyed on the next initiative count 20.",
        "Fraz-Urb'luu creates a {@item wave} of anguish. Each creature he can see within the lair must succeed on a {@dc 23} Wisdom saving throw or take 33 ({@damage 6d10}) psychic damage."
      ]
    }
  ],
  "regionalEffects": [
    "The region containing Fraz-Urb'luu's lair is warped by his magic, creating one or more of the following effects:",
    {
      "type": "list",
      "items": [
        "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 {@dice 1d10} days.",
    {
      "name": "Madness of Fraz-Urb'luu",
      "type": "entries",
      "entries": [
        "If a creature goes mad in Fraz-Urb'luu's lair or within line of sight of the demon lord, roll on the Madness of Fraz-Urb'luu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.",
        {
          "rows": [
            [
              "01โ€“20",
              "\"I never let anyone know the truth about my actions or intentions, even if doing so would be beneficial to me.\""
            ],
            [
              "21โ€“40",
              "\"I have intermittent hallucinations and fits of catatonia.\""
            ],
            [
              "41โ€“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.\""
            ],
            [
              "61โ€“80",
              "\"I convince myself that things are true, even in the face of overwhelming evidence to the contrary.\""
            ],
            [
              "81โ€“00",
              "\"My perception of reality doesn't match anyone else's. It makes me prone to violent delusions that make no sense to anyone else.\""
            ]
          ],
          "type": "table",
          "caption": "Madness of Fraz-Urb'luu",
          "colLabels": [
            "d100",
            "Flaw (lasts until cured)"
          ],
          "colStyles": [
            "col-1",
            "col-11"
          ]
        }
      ]
    }
  ]
}