Edimmu
Armor Class 15
Hit Points 75 (10d8+30)
Speed hover true ft., 0 ft., fly 60 ft.
Saving Throws —
Skills —
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)
Actions
Reactions
Legendary Actions
_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.
Source: Tome of Beasts © 2016, Open Design LLC. Used under the Open Gaming License v1.0a.
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