Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Languages
Common but can't speak
Resistances & Immunities
Environments
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. 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.
Actions
Water Siphon
+7 to hit, reach 5 ft (1.5 m). Hit: 6d6 necrotic damage.
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.
About Edimmu
Edimmu is a medium undead with a Challenge Rating of 4. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 15 and possesses 75 hit points (derived from 10d8+30).
Edimmu has communication capabilities including Common but can't speak. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Edimmu
2 tips available
GM Tips: Using Edimmu
When using Edimmu in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
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Incorporeal Movement: This creature can pass through objects and walls! Use 'Magic Circle', 'Forcecage', or other magical barriers. Physical obstacles are ineffective.
Player Guide: Facing Edimmu
2 strategies available
Player Guide: Facing Edimmu
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
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Hit Incorporeal Creature: This creature can pass through objects! Use magical weapons or spells. Physical attacks may not work. 'Magic Missile' or 'Spiritual Weapon' are effective.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 4.
Solo Encounter:
A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 2,000 XP
- Hard: 3,000 XP
- Deadly: 4,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Edimmu?
- Edimmu has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
- What type of creature is Edimmu?
- Edimmu is a Medium Undead, which affects how certain spells and abilities interact with it.
- What languages does Edimmu speak?
- Edimmu can communicate in Common but can't speak.
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