Edimmu

Medium undead, chaotic evil

Armor Class

15

Hit Points

75 (10d8 + 30)

Speed

0 ft., fly 60 ft. (hover)

STR

1 (-5)

DEX

19 (+4)

CON

16 (+3)

INT

12 (+1)

WIS

13 (+1)

CHA

13 (+1)

Damage Immunities

necrotic, poison

Damage Resistances

acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons

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 (1100 XP)

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.

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.

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.

medium
undead
cr4
tome-of-beasts