Monster
Ebonbane
Outside your table’s allowed sources
Official reference · RHW · 2014
- Creature type
- Construct
- Size
- Small
- Armor class
- 17
- Hit points
- 130 (29d6 + 29)
- Speed
- Walk 5 ft., Fly 50 ft. (hover)
- Challenge rating
- 13
- Alignment
- Chaotic Evil
- Strength
- 18
- Dexterity
- 18
- Constitution
- 13
- Intelligence
- 17
- Wisdom
- 14
- Charisma
- 19
- Passive Perception
- 17
- Initiative
- +14
- Saving Throws
- con: +6; wis: +7
- Skills
- arcana: +8; history: +8; perception: +7
- Senses
- Truesight 120 ft.
- Languages
- Common; telepathy 10 ft.
- Resistances
- bludgeoning, fire, piercing, psychic, slashing
- Immunities
- necrotic, poison
- Condition Immunities
- charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Traits
Darklord Restoration
If Ebonbane dies, it revives with all its Hit Points in 1d10 weeks, teleporting somewhere in Shadowborn Manor. Until it revives, Ebonbane acts as a +3 Longsword when wielded by a creature.
Legendary Resistance (3/Day, or 4/Day in Domain)
If Ebonbane fails a saving throw, it can choose to succeed instead.
Ebonbane has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack
Ebonbane makes three Darkflame Slash attacks. It can replace one of these attacks with a use of Possess Dead if available.
Darkflame Slash
Melee Ranged Attack: +9, reach 5 ft. or range 90 ft. Hit: 9 (1d10 + 4) Slashing damage plus 10 (3d6) Necrotic damage.
Possess Dead (Recharge 5–6)
Ebonbane raises a Medium or Small Humanoid corpse within 5 feet of itself and possesses it. The corpse wields Ebonbane and is under its control. Ebonbane gains 50 Temporary Hit Points, and its statistics are the same, except its Speed increases to 30 feet, and it can speak through the corpse using any language the corpse knew in life.
The possession lasts until Ebonbane drops to 0 Hit Points or Ebonbane ends the possession as a Bonus Action. Once the possession ends, Ebonbane can't possess the corpse again. The corpse crumbles to dust 24 hours after the possession ends.
Worthy Wielder
Charisma Saving Throw: DC 17, one willing Humanoid within 5 feet. Failure: 36 (8d8) Force damage. If this damage reduces the target to 0 Hit Points, Ebonbane devours its soul. A creature whose soul has been devoured by Ebonbane can be restored to life only by a Wish spell. Success: The target attunes to Ebonbane and can wield the sword.
Reactions
Trigger: Ebonbane is hit by a melee attack roll. Response: Ebonbane adds 5 to its AC against that attack, possibly causing it to miss.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Retaliate
Ebonbane moves up to half its Speed and makes one Darkflame Slash attack.
Runic Flare
Constitution Saving Throw: DC 17, each creature of Ebonbane's choice in a 30-foot Emanation originating from Ebonbane. Failure: The target has the Blinded condition and repeats the save at the end of each of its turns. The target succeeds automatically after 1 minute. Success or Failure: Ebonbane can't take this action again until the start of its next turn.
Regional effects
The Shadowlands is altered by Ebonbane's presence, creating the following effects:
- Closing the Borders: While in its domain, Ebonbane can close or open the borders of the Shadowlands at will. While the borders are closed, whirling blades of magic fly through the Mists surrounding the Shadowlands. A creature that enters the Mists for the first time on a turn or starts its turn there must succeed on a DC 15 Dexterity saving throw or take 3d10 Force damage. A creature makes this save only once per turn.
- Haunted Woods: The forest within 1 mile of Ebonbane's lair is wreathed in a powerful illusion. Whenever a creature other than Ebonbane or the sword's allies finishes a Short or Long Rest in that area, it must succeed on a DC 15 Intelligence saving throw, or it is lost in the forest, always finding itself at the location it started in until it finishes a Short or Long Rest.
- Turning Weapons: While in its lair, Ebonbane can transform nonmagical Greatswords and Longswords within 1 mile of the lair into Animated Flying Swords by completing a 24-hour ritual.
If Ebonbane is destroyed, these effects end immediately.