Homebrew/(MPMM 129)
Spellcasting. Fraz-Urb'luu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
Special Equipment: The Argent Prince. Fraz-Urb'luu died millennia ago, and in his natural state, he is an animus without a body. He relies on his Possession action to interact physically with the world. Though he can possess objects with ease, the Argent Prince is by far his favorite vessel. The Argent Prince is accounted for in Fraz-Urb'luu's game statistics. Without it, his Fly speed becomes 80 ft. (hover), he gains Incorporeal Movement, his AC becomes 18 (10 + Charisma modifier). He becomes resistant to Cold, Fire, Lightning damage; immune to nonmagical Bludgeoning, Piercing, and Slashing; and immune to the Grappled, Restrained, and Paralyzed conditions. Additionally, his Strength and Constitution ability scores become 10, and he loses all abilities that rely on a physical body, such as his Claw attack and the Alter Self spell. The change to Constitution score reduces hit point maximum to 170 31d10+0 . When Fraz-Urb'luu is not possessing the Argent Prince, it uses the game statistics described at the end of this stat block. Unless destroyed, the Argent Prince remains under the control of Fraz-Urb'luu and can continue to fight or take other actions as he directs. If the Argent Prince is destroyed, Fraz-Urb'luu can rebuild it, but doing so requires the Demon Lord to remain sequestered in his Zoragmelok workshop for a year.
Hear Name. Fraz-Urb'luu hears his name when spoken, regardless of distance or planar boundaries. If a creature speaks his name thrice in the same breath, Fraz-Urb'luu learns the creature’s name and precise location, and can perceive through the speaker's senses for the next 10 minutes (60 rounds) while remaining aware of his surroundings. Fraz-Urb'luu can choose to terminate this connection early. Once per day, Fraz-Urb'luu can cast Modify Memory or Nathair's Mischief through a creature whose senses he shares. The connection immediately ends afterward, regardless of any remaining duration.
Infinite Illusion. If Fraz-Urb'luu's animus is destroyed, it regenerates 13 (2d12) days later in a random spliter of the Dark Dimension (95% chance) or random firmament of the Divine Dimension (5% chance).
Legendary Resistance (5/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. The Argent Prince's weapon attacks are magical.
Now You See Me. Fraz-Urb'luu projects a magical illusion that makes him appear to be standing near his actual location, causing attack rolls against him to have disadvantage. If he is hit by an attack, this trait is disrupted until the end of his next turn. This trait is also disrupted while Fraz-Urb'luu is incapacitated.
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 four attacks using Claw or Trickter's Touch. or a combination of the two . He can replace one of the attacks with Phantasmal Terror or Scam Sense.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) force damage.
Phantasmal Terror. Fraz-Urb'luu targets one creature he can see within 120 feet of him. The target must succeed on a DC 23 Wisdom saving throw, or it takes 16 (3d10) psychic damage and is frightened of Fraz-Urb'luu until the end of its next turn.
Possession. Fraz-Urb'luu attempts to possess a creature or object within 30 feet of himself, though he does not need line of sight to it. The target must succeed on a DC 23 Charisma saving throw or be possessed by the Fraz-Urb'luu; his animus then disappears, and the target is incapacitated and loses control of its physical form. Fraz-Urb'luu controls the body but doesn't deprive the target of any awareness. Fraz'Urb'luu can't be targeted by any attack, spell, or other effect, except ones that turn undead, and he retains his alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. Fraz-Urb'luu otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the vessel drops to 0 hit points, Fraz'Urbluu ends it as a bonus action, or Fraz-Urb'luu is forced out by an effect like the dispel evil and good spell. When the possession ends, Fraz-Urb'luu reappears in an unoccupied space within 5 feet of the vessel. The target is immune to Fraz-Urbluu's Possession for 24 hours after succeeding on the saving throw or after the possession ends. Fraz-Urb'luu can possess the Argent Prince as a bonus action, and the Argent Prince automatically fails its saving throw against possession.
Scam Sense. Fraz-Urb'luu can observe a creature and magically know its current emotional state. If the target fails a DC 23 Charisma saving throw, he also knows the creature's alignment, creature type, and discovers a hidden secret about the target.
Trickster's Touch. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) necrotic or radiant damage. The target must roll on the Wild Magic Surge Table (PHB'14, p 103), treating itself as referent. If the surge effect rolled triggers a spell, the target immediately uses its reaction to cast the spell.
Altered Aegis. Fraz-Urb'luu changes the color of the Argent Prince to match the color and texture of its surroundings, gaining advantage on Dexterity (Stealth) checks it makes to hide in those surroundings.
Extract Truth. Fraz-Urb'luu targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the Fraz-Urb'luu's Wisdom (Insight) check. If Fraz-Urb'luu wins, he magically learns one important fact or secret about the target. The target automatically wins if it is immune to Charmed.
Legendary Action Uses: 3. Immediately after another creature's turn, Fraz-Urb'luu can expend a use to take one of the following actions. Fraz-Urb'luu regains all expended uses at the start of each of his turns.
I'm Not Hitting You, You're Hitting You. Fraz-Urb'luu forces a creature he can see within 30 feet of him to make a DC 23 Wisdom saving throw. On a failure, the creature immediately uses its reaction to target itself with a melee weapon attack or an unarmed strike if it is not holding a melee weapon.
Babel. Fraz-Urb'luu utters a fragment of beguiling speech in a language of his choice. Each creature within 60 ft of Fraz-Urb'luu must make a Charisma (Deception) check contested by a target's Wisdom (Insight) check. If Fraz-Urb'luu wins, the target can only speak in the language used by Fraz-Urb'luu until the end of its next turn. This does not confer any ability to understand the language if it is not one that a target understands. A target automatically wins a contest if it is immune to being charmed.
Terror (Costs 2 Actions). Fraz-Urb'luu uses Phantasmal Terror.
Spell (Costs 2 Actions). Fraz-Urb'luu casts a spell with a casting time of one action, one bonus action, or one reaction.
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 of his choice that 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.
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.