Kryx RPGThemesCreatures


Large fiend (demon)


Defense note natural armor
Damage resistances cold, fire, lightning
Damage immunities poison; bludgeoning, piercing, and slashing from attacks that aren’t cold iron
Condition immunities charmed, exhausted, frightened, poisoned

Speed 8 m., fly 8 m.
Skills Deception +15 (26), Divinity +14 (25), Insight +7 (18), Perception +14 (25), Stealth +9 (20)
Senses truesight 20 m.
Languages all, telepathy 20 m.

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.

Spellcasting. The fraz-urb’luu uses Divinity (Cha) to cast spells (spell save DC 23, +15 to hit with spell attacks). It has 22 mana, a mana limit of 4, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: alter self (can become Medium when changing his appearance), detect magic, dispel magic, phantasmal force

1 mana: confusion, disguise, image, invisibility

2 mana: dream, modify memory

3 mana: mirage

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 (3)

Bite (1/turn). Melee Weapon Attack: +16 to hit, reach 2 m. Hit: 19 (3d6 + 9) piercing damage.

Fist (2/turn). Melee Weapon Attack: +16 to hit, reach 2 m. Hit: 22 (3d8 + 9) bludgeoning damage.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The fraz-urb’luu regains spent legendary actions at the start of its turn.

Tail. Melee Weapon Attack: +16 to hit, reach 3 m. 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.

Terrifying Visage. Fraz-Urb’luu casts terrifying visage, no concentration required.

Lair Actions

On initiative count 20 (losing initiative ties), the fraz-urb’luu takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • Fraz-Urb’luu causes up to 5 doors within the lair to be come 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 Will saving throw or take 33 (6d10) psychic damage.

Regional Effects

The region containing the fraz-urb’luu's lair is warped by the fraz-urb’luu’s magic, which creates one or more of the following effects:

  • Intelligent creatures within 2 kilometers of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse.

  • Roads and paths within 10 kilometers 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 2 kilometers of the lair, that creature must succeed on a DC 23 Will 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.


No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via