Edimmu — fantasy monster illustration. Edimmu is a medium undead (Challenge Rating 4).

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Edimmu

Medium Undead, Chaotic Evil

AC
15
HP
75
Speed
60
CR
4

False


Armor Class 15 (natural armor)

Hit Points 75 (10d8 + 30)

Speed 60 ft.


STR
1 (-5)
DEX
19 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
18 (+4)
CHA
13 (+1)

Damage Vulnerabilities False

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. (blind beyond this radius), passive Perception 14

Languages understands Common but can’t speak

Challenge 4


Traits

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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Edimmu — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022