Edimmu

Tome of Beasts (Third Party)

Tamaño
Mediano
Tipo
undead
Alineamiento
caótico malvado
CA
15
Puntos de golpe
75 (10d8+30)
Velocidad
walk 0 ft., fly 60 ft. (hover)
Resistencias
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Inmunidades
necrotic, poison
Inmunidad a estados
charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious
Sentidos
blindsight 60 ft.
Percepción pasiva
11
Idiomas
Common but can't speak
Desafío
4
FUE
1
−5
DES
19
+4
CON
16
+3
INT
12
+1
SAB
13
+1
CAR
13
+1

Rasgos

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.

Acciones

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.

Otros datos

description