Ethereal Sight. Ebondeath can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. Ebondeath can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Legendary Resistance (3/Day). If Ebondeath fails a saving throw, it can choose to succeed instead.
Withering Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) necrotic damage. This attack cannot be made while Ebondeath is possessing a body.
Etherealness. Ebondeath enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. This trait does not function while Ebondeath is possessing a body.
Frightful Presence. Each creature of Ebondeath's choice that is within 120 feet of it and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Ebondeath's Frightful Presence for the next 24 hours. This trait does not function while Ebondeath is possessing a body.
Possession (Recharge 6). One humanoid that Ebondeath can see within 60 feet of it must succeed on a DC 20 Charisma saving throw or be possessed by Ebondeath; Ebondeath then disappears, and the target is incapacitated and loses control of its body. Ebondeath now controls the body but doesn't deprive the target of awareness. Ebondeath can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, including gaining access to the target's knowledge, class features, and proficiencies.
The possession lasts until the body drops to 0 hit points, Ebondeath ends it as a bonus action, or Ebondeath is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Ebondeath reappears in an unoccupied space within 5 feet of the body. The target is immune to Ebondeath's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Move. Ebondeath moves up to his movement speed without provoking opportunity attacks. If Ebondeath is possessing a body, he must use the body's movement abilities rather than his own.
Description
This updated version of Ebondeath's stats are based on the original blended with ancient black dragon statistics (with some minor alterations). The original stats felt like the designers simply took the ghost stat block, changed the name, and reworded its possession ability. They didn't even change the CR! A 225 hit point undead that can possess you and use all of your class abilities does not equate to a CR 4 encounter.
If you're running Divine Contention, I strongly recommend using these altered stats. I have used them with a party of 6 level 11 adventurers with great results. It turns the fight from a trivial "hit the monster until it dies" encounter to a truly ferocious battle against an ancient beast.
Lair and Lair Actions
Ebondeath resides deep in the vaults of the Uthtower, a ruined keep sunk into the mud in the Mere of Dead Men. He still retains a dragon's hoard of plunder, though in his new spirit state it means far less to him than it did when he was alive. Having lived in this underground vault for centuries, Ebondeath's power is tied directly to the place, allowing him to create magical effects like those he once wielded as a dracolich.
- Ebondeath targets up to three piles of bones within 120 ft. of him, raising them as skeletons under his command. The skeletons act on Ebondeath's initiative. He can use a bonus action on his turn to command them to follow specific orders. Otherwise, they defend themselves and him to the best of their ability. The skeletons persist until destroyed or until Ebondeath dismisses them (no action required).
- Magical darkness spreads from a point Ebondeath chooses within 60 feet of it, filling a 15-foot-radius sphere until Ebondeath dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
- Ebondeath teleports to an unoccupied within 60 ft. of him that he can see. If he is possessing a body, the body is also teleported, and Ebondeath retains control of it.
Thanks for putting this together; it was very satisfying to run! I was able to use the magical darkness lair action to disguise Ebondeath's possession of the party's Warlock and then have him cast spells from/through it (Devil's Sight) without the folks at the table realising what was going on for a round. He then used his legendary actions to lead them on a merry chase straight into the fights they'd skipped earlier in the dungeon. So much more fun than the souped-up ghost in the adventure!
I'm glad they worked out for you and your party! I know during our climatic fight he possessed the sorcerer who'd humiliated him at the Battle of Leilon. The sorcerer's player worked with me to fight the party effectively and we had a great time. Fight ended with the party paladin hitting Ebondeath with two critical hit smites. Since the fight was going long, I added in a weakness to radiant damage to speed things along. The paladin wound up dealing about 275 damage by the time it was all over. Awesome.
I posted these stats never really thinking someone would use them, so I'm super glad to finally here someone got something out of them!
gonna use this block in a few weeks, wish me luck!