Medium Undead, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 344 (17d8 + 269)
Speed 50 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
15 (+2)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws DEX +10, WIS +10, CHA +11
Skills Arcana +15, Deception +17, Intimidation +11, Perception +12, Religion +10, Sleight of Hand +11, Stealth +14
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Truesight, Passive Perception 22
Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Shapechanger. If Erberus isn’t in sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.

While in bat or wolf form, Erberus can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.

While in mist form, Erberus can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.

Legendary Resistance (4/Day). If Erberus fails a saving throw, he can choose to succeed instead.

Misty Escape. When Erberus drops to 0 hit points outside his coffin, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn’t inr sunlight. If he can’t transform, he is destroyed.

While he has 0 hit points in mist form, he can’t revert to his avatar form, and he must reach his plane within 2 hours or be destroyed. Once in his plane, he reverts to his avatar form. He is then paralyzed until he regains at least 50 hit points. After 1 hour in his plane with 0 hit points, he regains 50 hit points.

Regeneration. Erberus regains 30 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight. If he takes radiant damage , this trait doesn’t function at the start of his next turn.

Spellcasting. Erberus is a 20th-level spellcaster. His spellcasting ability is Charisma(spell save DC 19, +11 to hit with spell attacks). He has the following warlock spells prepared:

Cantrips (at will): eldritch blast, green flame blade, [Tooltip Not Found]

1st level (6 slots):armor of agathys, hex,

1st level (at will): detect magicinvisibility

2nd level (6 slots): Darkness, misty step, mirror image

2nd level (at will): [spell]alter self[spell/]

3rd level (5 slots): summon shadowspawn, dispel magic, [Tooltip Not Found],suffocate

4th level (5 slots): blight, shadow of moil, spirit of death

5th level (4 slot): Far Step,danse macabre

6th level (1 slot): Tasha's Otherworldly Guise

7th level (1 slot): finger of death

8th level (1 slot): Dark Star

9th level (1 slot): Reality Break

Spider Climb. Erberus can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.

Warlock abilities.

Devil's sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 ft.

Relentless Hex. Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Lifedrinker. When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier

Master of Hexes.

 As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

  Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.  If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll

Split Mind. Erberus can concentrate on two spells at once.

God accuracy. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Eldritch smite. Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

 

 

Actions

Multiattack (Avatar Form Only). Erberus makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Avatar or Wolf Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 14 (4d6) necrotic damage. If the target is a creature, Erberus can grapple it (escape DC 18) instead of dealing the slashing damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Erberus regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Erberus control.

Blackrazer. Melee Weapon Attack: +16 to hit, reach 5 ft., Hit: 20 (2d6 + 13) piercing damage plus 10 (2d10) necrotic damage.

Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.

When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.

Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.

When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.

If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.

Soul Hunter

While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened.

Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.

Charm. Erberus targets one humanoid he can see within 30 feet of him. If the target can seeErberus , the target must succeed on a DC 19 Wisdom saving throw against this magic or be charmed. The charmed target regards Erberus as a trusted friend to be heeded and protected. The target isn’t under Erberus's control, but it takes Erberus's requests and actions in the most favorable way and lets Erberus bite it.

Each time Erberus or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Erberus is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Night (1/Day). Erberus magically calls 2d4 swarms of bats or swarms of zombie limbs, provided that the sun isn’t up. While outdoors, Erberus can call 3d6 shadow mastiffs instead. The called creatures arrive in 1d4 rounds, acting as allies of Erberus and obeying his spoken commands. The beasts remain for 1 hour, until Erberus dies, or until he dismisses them as a bonus action.

Legendary Actions

Strahd can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Strahd regains spent legendary actions at the start of his turn.

Move. Erberus teleports 60 feet

Unarmed Strike. Erberus makes one unarmed strike.

Cast Spell (Costs 2 Actions). Erberus cast a spell of 2 or lower.

Description

Devour Soul

 

Sentience

Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.

Personality

Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.

The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.

Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.

Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.

Lair and Lair Actions

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Previous Versions

Name Date Modified Views Adds Version Actions
2/4/2024 6:03:52 PM
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Monster Tags: NPCShapechanger

Erberusumbreal

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