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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Edimmu/

Edimmu

Edimmu

Medium undead, chaotic evil
  • Armor Class 15 ()
  • Hit Points 75 (10d8+30)
  • Speed 0 ft., fly 60 ft.
  • STR
    1 (-5)
  • DEX
    19 (+4)
  • CON
    16 (+3)
  • INT
    12 (+1)
  • WIS
    13 (+1)
  • CHA
    13 (+1)
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • 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)
  • 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.

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