Fraz-Urb’luuLarge fiend (demon)
- 23 (50,000 XP)
Dashing Strike. If the fraz-urb’luu uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
Innate Spellcasting. Fraz-Urb’luu’s spellcasting ability is Charisma (spell save DC 23). Fraz-Urb’luu can innately cast the following spells:
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 can’t be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.
Multiattack. Fraz-Urb’luu makes three attacks: one with his bite and two with his fists.
Bite. Melee Weapon Attack: +16 to hit, reach 3 m. Hit: 19 (3d6 + 9) piercing damage.
Fist. Melee Weapon Attack: +16 to hit, reach 3 m. Hit: 22 (3d8 + 9) bludgeoning damage.
The fraz-urb’luu can take 3 legendary actions, choosing from the options below. 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.
Phantasmal Killer (Costs 2 Actions). Fraz-Urb’luu casts phantasmal killer, no concentration required.
Tail. Melee Weapon Attack: +16 to hit, reach 4.5 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.