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Edimmu 2014

CR 4 undead

Medium undead, Chaotic Evil


Armor Class
15 (natural armor)
Hit Points
75 (10d8 + 30)
Speed
60 ft.

STR1 (-5)
DEX19 (+4)
CON16 (+3)
INT12 (+1)
WIS18 (+4)
CHA13 (+1)

Saving Throws
Skills
Resistances
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
necrotic, poison
Condition Immunities
charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses
blindsight 60 ft., passive Perception 14
Languages
understands Common but can't speak
Challenge
4 (1,100 XP) · Proficiency Bonus +2

Incorporeal Movement.

The edimmu 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.

Rejuvenation.

If destroyed, an edimmu rises again in 2d4 days, regaining all its hp and becoming active again. When the edimmu rises, it appears within 5 feet of its remains. Only burying its mortal remains in consecrated or hallowed ground prevents this trait from functioning.

Undead Nature.

The edimmu doesn’t require air, food, drink, or sleep.

Water Siphon.

The edimmu has advantage on attack rolls against creatures made of or gaining power from magical water, such as water elementals, water jinnborn, water genies, and sorcerers with water-based origins. In addition, such creatures have disadvantage on the saving throw against the edimmu’s Draining Touch and Multiattack.

Actions

Multiattack.

The edimmu makes two Draining Touch attacks. If both attacks hit one creature that isn't a Construct or Undead, the target must succeed on a DC 14 Constitution saving throw or suffer one level of exhaustion. A creature that fails this saving throw by 5 or more is also stunned until the end of its next turn.

Draining Touch.

Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest after drinking 1 pint of water. The target dies if this effect reduces its hp maximum to 0.

Other versions

Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details