b'Edimmu \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  15  Hit Points  75 (10d8 + 30)  Speed  0 ft., fly 60 ft. (hover)\n'b' STATS STR: 1 (-5) DEX:  19 (+4)  CON:  16 (+3)  INT:  12 (+1)  WIS:  13 (+1)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Resistances  acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons  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\xe2\x80\x99t speak  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'   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. \n'b'  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. \n'b'  Actions \n'b'   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. \n'b'  About \n'b' About \n'b' An evil wind swirls out of the desert, parching those it touches, whispering evil plans. These winds are the edimmus. \n'b'  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. \n'b'  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\xe2\x80\x99s fate. Once that creature is slain, they return to the site of their demise.'