b'Edimmu \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  15 (natural armor)  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:  18 (+4)  CHA:  13 (+1)  \n'b'\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 attacks  Damage Immunities  necrotic, poison  Condition Immunities   charmed ,  exhaustion ,  grappled ,  frightened ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained ,  unconscious   Senses  blindsight 60 ft. (blind beyond this radius), passive  Perception  14  Languages  understands Common but can\xe2\x80\x99t speak  Challenge  4 (1,100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\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'  Rejuvenation . 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. \n'b'  Undead Nature . The edimmu doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Water Siphon . 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\xe2\x80\x99s Draining Touch and Multiattack. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The edimmu makes two Draining Touch attacks. If both attacks hit one creature that isn\xe2\x80\x99t 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. \n'b'  Draining Touch .  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. \n'b'\n'b' ABOUT \n'b' An evil wind swirls out of the desert, parching those it touches and whispering evil plans. \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. Edimmus rarely venture more than a mile from their remains, but they sometimes 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.'