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Edimmu

Size
Medium
Type
Undead
Challenge Rating
4
Source
Tome of Beasts
Alignment
Chaotic-Evil
Armor Class
15
Speeds
0, fly 60
Walking Speed
0
Flying Speed
60
Strength Score
1
Dexterity Score
19
Constitution Score
16
Intelligence Score
12
Wisdom Score
13
Charisma Score
13
Vision
Blindsight (60ft)
Languages Ref
Common but can't speak
Hit Points
75
Condition Immunities
Charmed, Exhaustion 1, Grappled, Frightened, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Resistances
Resistant to Acid Damage, Resistant to Cold Damage, Resistant to Fire Damage, Resistant to Lightning Damage, Resistant to Thunder Damage, Resistant to Non-Magical Damage, Immune to Necrotic Damage, Immune to Poison Damage

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 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)

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.

Description

An evil wind swirls out of the desert, parching those it touches, whispering evil plans. These winds are the edimmus.
Bitter Exiles. Desert and plains tribes often exile their criminals to wander as outcasts. A banished criminal who dies of thirst sometimes rises as an edimmu, a hateful undead that blames all sentient living beings for its fate.
Rise Again. Unless its body is found and given a proper burial, an edimmu is nearly impossible to destroy. While edimmus linger near their corpses, they often follow prey they have cursed to seal the creature’s fate. Once that creature is slain, they return to the site of their demise.
Undead Nature. An edimmu doesn’t require air, food, drink, or sleep.

Stat block from Tome of Beasts (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur. It is not Geminaea material. See Legal.