Erebus Minder

Medium humanoid (erebus), neutral

Armor Class 11
Hit Points 16 (3d8+3)
Speed 30 ft.

8 (-1) 12 (+1) 13 (+1) 17 (+3) 10 (+0) 15 (+2)

Saving Throws Int +5, Wis +2
Skills Arcana +5, Insight +2, Investigation +5, Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Celestial, Common, Draconic, Elven, Erebus
Challenge 1/4 (50 XP)


  • Innate Spellcasting. The erebus’s innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:
  • Limited Mental Connection. An erebus has advantage on Wisdom (Insight) checks against other erebuses.
  • Mental Fortitude. An erebus has advantage on saving throws against being charmed.
  • Of One Mind. An erebus has advantage on Wisdom (Perception) checks as long as it is within 30 feet of another erebus it can see.


  • Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piecing damage.
  • Telekinetic Projectile. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. The erebus uses mage hand to hurl an object weighing 5 pounds or less.


Erebuses have human origins but have evolved into their own species, primarily due to the human inhabitants on a remote planet who experimented with instant mental communication between members of their species. They have since evolved far from their original human stock into dark-skinned beings of stocky build and an overall craggy appearance. Their blue eyes glow with an inner light that seems to pierce the souls of everything they view.

Average erebuses stand at 5 and a half feet tall. Their dense flesh causes them to weigh more than humanoids of their size, and they weigh in excess of 300 pounds. Erebuses enjoy long lives, nearly matching an elf ’s lifespan.

Overmind Connection. A long-ago erebus scientist learned how to open up his mind’s deepest potential, granting him incredible psychic gifts, and he used those to augment the technological aspects of his peoples’ advancement. The procedure was successful, and Erebus became the core of an Overmind connecting everyone on the planet. With all minds working as a harmonious collective, the erebuses expanded beyond their planet. As time passed, the Overmind lost all of its progenitor’s personality, and it currently acts as a hub for its scattered people. The intense gestalt on the erebus home world has allowed them to repel even magically or technologically superior invaders, since the erebuses can instantaneously coordinate a response. Away from their home, though, they lose the strong connection among themselves but retain an empathic connection which eases communication among their species.

Overmind Seeker. Even an erebus born apart from the gestalt mind still feels a connection to it and finds a way to contact the Overmind before reaching adulthood. Adventuring erebuses are the norm, since their collected knowledge and experiences add to the whole and provide the Overmind a better understanding of the current state of the universe. Most erebuses leave their home planet upon reaching maturity and only return near the end of their natural lifespans, passing their memories on to the gestalt before dying.

Balanced Viewpoint. Erebuses tend toward true neutral alignments, but their individual experiences shift their viewpoints. Erebuses are split equally between good and evil, but the connection to a gestalt makes them more prone to shift to lawful alignments as opposed to chaotic. Extreme alignments are exceedingly rare among erebuses.

Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

This is not the complete section 15 entry - see the full license for this page