publish: true
aliases:

  • Fraz-Urb’luu
    created: 2026-03-09T12:15:34.412-04:00
    modified: 2026-03-09T12:15:34.412-04:00
    published: 2026-03-09T12:15:34.412-04:00
    tags:
  • ttrpg-cli/compendium/src/5e/mpmm
  • ttrpg-cli/monster/legendary-group
    cssclasses:
  • json5e-note
    obsidianUIMode: preview

Fraz-Urb’luu

Lair Actions

Source: Mordenkainen Presents: Monsters of the Multiverse

On initiative count 20 (losing initiative ties), Fraz-Urb’luu can take one of the following lair actions when in his lair; he can’t take the same lair action two rounds in a row:

  • Conjure Walls and Doors. Fraz-Urb’luu causes up to five doors within the lair to become walls and an equal number of doors to appear on walls where there previously were none.
  • Psychic Anguish. Fraz-Urb’luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or take 33 (6d10) psychic damage.
  • Simulacrum. 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.

Regional Effects

Source: Mordenkainen Presents: Monsters of the Multiverse

The region containing Fraz-Urb’luu’s lair is warped by his magic, creating one or more of the following effects:

  • Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Wisdom (Insight) checks have disadvantage, and all Charisma (Deception) and Charisma (Performance) checks have advantage.
  • Nostalgic Pangs. Sapient creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse.
  • Twisted Paths. Roads and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult.

If Fraz-Urb’luu dies, these effects fade over the course of 1d10 days.