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Edimmu 2014

CR 4 undead

Medium undead, chaotic evil


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

STR1 (-5)
DEX19 (+4)
CON16 (+3)
INT12 (+1)
WIS13 (+1)
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 11
Languages
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. Permanently destroying one requires properly burying its mortal remains in consecrated or hallowed ground. Edimmus rarely venture more than a mile from the place of their death.

Actions

Water Siphon.

Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 21 (6d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken and it is stunned for 1 minute and gains one level of exhaustion. A stunned creature repeats the saving throw at the end of each of its turns, ending the stun on itself on a success. The hit point reduction lasts until the creature finishes a long rest and drinks abundant water or until it is affected by greater restoration or comparable magic. The target dies if this effect reduces its hit point maximum to 0.

Environments: Desert

Other versions

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