Fraz-Urb'luu, Prince of Deception (CR 21)
Huge Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Chaotic evil
Initiative: 8(+4 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., true seeing, Listen +31, and Spot +31
Languages: Abyssal, Common; telepathy 300 ft.
AC: 37 (-2 size, +4 Dex, +25 natural), touch 12, flat-footed 33
Hit Dice: 24d8+312 (420 hp); DR: DR 20/cold iron and good
Fort +27, Ref +18, Will +18
Speed: 30 ft. and Fly 50 ft. (average)
Space: 15 ft.; Reach 15 ft.
Base Attack +24; Grapple +42
Attack: Melee*: 2 slams +32 and bite +30 and tail +30 (*Attacks include greater magic fang and the Power Attack feat)
Damage: Slam 1d8+20, bite 2d6+15, tail 2d8+15
Special Attacks: deception, summon tanarri
Attack Options: Awesome Blow, Improved Bull Rush, Improved Sunder, Power Attack, improved grab (tail), constrict 2d8+10
Abilities: Str 30, Dex 18, Con 36, Int 22, Wis 19, Cha 25
Special Qualities: inscrutable, tanarri traits; Immunities: electricity, mind-affecting spells and abilities, poison; Resist: acid 10, cold 10, fire 10; SR 32
Feats: Augment Summoning, Awesome Blow, Dark Speech, Improved Bull Rush, Improved Initiative, Improved Sunder, Multiattack, Power Attack, Spell Focus (conjuration),
Skills: Bluff+34, Concentration +40, Diplomacy +38, Disguise +34 (+36 acting in character), Intimidate +36, Knowledge (arcana) +33, Knowledge (history) +33, Knowledge (the planes) +33, Listen +31, Search +33, Sense Motive +31, Spellcraft +35 (+37 to decipher spells on scrolls), Spot +31, and Use Magic Device +34 (+36 scrolls)
Advancement: -
Climate/Terrain: The Abyss (Hollows Heart)
Organization: Solitary, or Fraz-Urbluu plus 2d4 skurchurs, 1d6 succubi, and 1 Hollow Rajah rakshasa
Treasure/Possessions: Double standard
Source:
Fiendish Codex I
This hulking menace stands just over 18 feet tall, despite his hunched posture. His muscular body is covered with short, coarse pale-blue fur. Two black, leathery wings protrude from his back, and his coiling tail ends in a cruel razor-sharp point. His face is framed by large, ragged ears, and while his eyes are relatively small, his mouth is overly large and filled with fangs.
Deceptive Fraz-Urb'luu is the patron demon lord of illusionists and tricksters, a wrathful prince who only recently escaped imprisonment on the Material Plane.
Constrict (Ex) Fraz-Urb'luu deals 2d8+10 points of damage with a successful grapple check, in addition to damage from his tail attack.
Deception (Sp) Fraz-Urb'luu's most notorious ability is his knack for deceiving other powerful demon lords into believing they have been summoned by some foolish mortal. He can attempt to deceive another demon in this manner once per day as a free action. The demon can resist the summons with a successful DC 32 Will save. Since this ability is a free action, Fraz-Urb'luu often uses greater teleport to retreat elsewhere just before the deceived demon appears. Demons deceived in this manner quickly realize what has happened and usually fly into a fury and attack anything in sight as a result.
Although doing so is not beyond his ability, Fraz-Urb'luu generally avoids deceiving demons with a CR higher than his own, since he doesn't enjoy inviting the wrath of such powerful fiends.
Since this ability summons demons rather than calls them, they cannot perform summoning effects of their own. Likewise, they are not actually slain if defeated in combat; rather, they return whence they came in such an event. In any case, a deceived demon vanishes automatically after 2 minutes.
This ability is the equivalent of an epic-level spell. An epic spell has no fixed level. For purposes of Concentration checks, spell resistance, and other possible situations where spell level is important, an epic spell is treated as if it were a 10th-level spell.
Improved Grab (Ex): To use this ability, Fraz-Urb'luu must hit an opponent of any size with his tail attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict.
Inscrutable (Su): Fraz-Urb'luu is immune to most divination spells and effects. Attempts to scry on him are automatically foiled by a screen effect (CL 20th). Fraz-Urb'luu can suppress this defense by concentrating.
Summon Tanar'ri (Sp): Once per day, Fraz-Urb'luu can automatically summon 1d4 vrocks or 1 nalfeshnee. These demons gain a +4 enhancement bonus to Strength and Constitution due to Fraz-Urb'luu's Augment Summoning feat.
Spell-Like Abilities (CL 20th): At will - astral projection, desecrate, detect good, detect law, greater dispel magic, greater magic fang, greater teleport, summon monster VII, telekinesis (DC 22), unhallow, unholy blight (DC 21) 3/day - programmed image (DC 23), symbol of weakness (DC 24) 1/day - summon monster IX
Strategy and Tactics
Fraz-Urb'luu is never encountered without a greater magic fang spell in effect on all of his natural weapons; the statistics above include these bonuses. He opens combat by first summoning monsters and demons, sending these minions to engage the enemy while he hangs back and uses telekinesis and unholy blight to support them.
Fraz-Urb'luu's hatred of humanity tends to trump these tactics, though. Against humans, he prefers to close to melee immediately, focusing his physical attacks on such enemies until they are slain. Whenever Fraz-Urb'luu is brought below 100 hit points, he immediately uses his deception power to try to summon another demon lord, teleporting away the instant before the other demon appears.
Servants, Enemies, and Goals
The most significant event in Fraz-Urb'luu's recent past was his imprisonment on the Material Plane below Castle Greyhawk by the mad archmage Zagig. Fraz-Urb'luu remained imprisoned in those infamous dungeons, trapped in a bas-relief carving on a wall, for over two hundred years before he was accidentally released by a pair of adventurers whom Fraz-Urb'luu promptly repaid by destroying their gear and stranding them in his Abyssal realm.
Since his escape, Fraz-Urb'luu has spent the past 25 years rebuilding his Abyssal realm of Hollow's Heart and searching for his staff, a potent artifact that was stolen at the time of his imprisonment. Fueling these goals is rageārage focused primarily on all of humanity. Fraz-Urb'luu hopes that when he has fully re-established his power over Hollow's Heart and has reclaimed his staff, he'll be able to bring this rage to bear on his enemies.
Fraz-Urb'luu counts no other demon lord as an ally, because his ability to deceive them and trick them makes him a particularly hated demon lord. Rumors hold that this hatred might have encouraged some of the other demon princes to aid in Fraz-Urb'luu's imprisonment. For now, his enemies keep a watchful eye on Hollow's Heart but dare not move against him. He might be alone, but Fraz-Urb'luu remains one of the more powerful of the Abyssal lords nevertheless.
Fraz-Urb'luu Lore
Characters with ranks in Knowledge (religion) or Knowledge (the planes) can learn more about Fraz-Urb'luu. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
- DC 20: Fraz-Urb'luu is the patron of illusionists and tricksters. His cultists specialize in deceiving others into worshiping the demon lord and (ultimately) into sacrificing themselves to him.
- DC 34: Fraz-Urb'luu was, until recently, imprisoned on the Material Plane, and is in the process of reclaiming his Abyssal realm and searching for his potent magic staff.
- DC 39: Fraz-Urb'luu is a master of summoning, and the creatures he conjures are more powerful than normal.
- DC 44: Fraz-Urb'luu's most potent ability is to deceive other demon lords into believing they have been summoned. Fraz-Urb'luu uses this ability to cover his escape or to trick other powerful demons into fighting his fights.
Fraz-Urb'luu prefers minions that play to his strengths of deception, seduction, and treachery. Succubi are one of his favorite tools, as are the sinister lilitu. He also commands a large number of chaotic evil rakshasas known as the Hollow Rajahs.
Fraz-Urb'luu's cults are known as the Cults of Deception. A typical cult consists of a dozen of 50 members, most of which have at least a few levels of cleric. Posing as benign sects of obscure deities, these cultists seduce and trick people into joining their ranks and offering their unknown worship to Fraz-Urb'luu. These poor folk are doomed the moment they join a cult, for eventually they are sacrificed or goaded into sacrificing themselves. These poor deluded souls inevitably find themselves the eternal prisoners of Fraz-Urb'luu in his mighty city of Zoragmelok on Hollow's Heart.
Clerics of Fraz-Urb'luu have access to the domains of Chaos, Demonic, Evil, and Trickery. His symbol is his staff - a jeweled scepter of adamantine cast at the end to resemble five bestial arms that splay outward to grip a horned and fanged humanoid skull.
Updated to Fiendish Codex I