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<title>Edimmu</title>
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<h1>Edimmu</h1>
<p><em>Medium</em> <em>Undead</em> <em>Chaotic Evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 75 (10d8 + 30)</li>
<li><strong>Speed:</strong> walk 60 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2023, page 154</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>1 (-5)</td>
<td>19 (+4)</td>
<td>16 (+3)</td>
<td>12 (+1)</td>
<td>18 (+4)</td>
<td>13 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Vulnerabilities:</strong> False</li>
<li><strong>Damage Immunities:</strong> necrotic, poison</li>
<li><strong>Damage Resistances:</strong> acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious</li>
<li><strong>Senses:</strong> blindsight 60 ft. (blind beyond this radius), passive Perception 14</li>
<li><strong>Languages:</strong> understands Common but cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Incorporeal Movement:</strong> 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.</li>
<li><strong>Rejuvenation:</strong> 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.</li>
<li><strong>Undead Nature:</strong> The edimmu doesn't require air, food, drink, or sleep.</li>
<li><strong>Water Siphon:</strong> 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.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> 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.</li>
<li><strong>Draining Touch:</strong> 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.</li>
</ul>
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