Edimmu
Medium Undead Chaotic Evil
- Armor Class: 15 (natural armor)
- Hit Points: 75 (10d8 + 30)
- Speed: walk 60 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: Tome of Beasts 2023, page 154
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 1 (-5) |
19 (+4) |
16 (+3) |
12 (+1) |
18 (+4) |
13 (+1) |
- Skills:
- Damage Vulnerabilities: False
- Damage Immunities: necrotic, poison
- Damage Resistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities: charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 14
- Languages: understands Common but can’t speak
Special Abilities
- 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.
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