b'Ekimmu \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  13  Hit Points  45 (10d8)  Speed  0 ft., fly 30 ft. (hover)\n'b' STATS STR: 7 (-2) DEX:  16 (+3)  CON:  10 (+0)  INT:  14 (+2)  WIS:  14 (+2)  CHA:  15 (+ 2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  cold, necrotic, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses   darkvision  60 ft., passive  Perception  12  Languages  any languages it knew in life  Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Incorporeal Movement . The ekimmu can move through creatures and objects as if they were  difficult terrain . It takes 5 (1d10) force damage if it ends its turn within a creature or object. \n'b'  Unnatural Aura . Beasts within a 60-foot radius centered on the ekimmu are disturbed by its presence. All  Wisdom  ( Animal Handling ) checks within this zone suffer disadvantage and beasts must succeed at a DC 12  Wisdom  saving throw or become  frightened  of the ekimmu for one minute. \n'b'\n'b' ACTIONS \n'b'\n'b'  Withering Touch .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 16 (4d6 + 2) necrotic damage. \n'b'  Paralyzing Howl (recharge 5-6) . The ekimmu lets loose a horrible howling noise that grips people\xe2\x80\x99s souls. All creatures within a 60-foot cube centered on the ekimmu must succeed at a DC 12  Wisdom  saving throw or become  paralyzed  for 1d4 + 1 rounds. Creatures that succeed on their saving throw are immune to that ekimmu\xe2\x80\x99s paralyzing howl for 24 hours. \n'b'  Possession (recharge 6) . One creature that the ekimmu can see within five feet must succeed at a DC 12  Wisdom  saving throw or become possessed by the ekimmu; the ekimmu then disappears and the target is  incapacitated  and no longer controls the body. The ekimmu now controls the body but doesn\xe2\x80\x99t deprive the target of awareness. The ekimmu can\xe2\x80\x99t be targeted by any  attack , spell, or other effect, except ones that turn undead, and it retains its own alignment,  Intelligence ,  Wisdom , and  Charisma , and immunity to being  charmed  or  frightened . It otherwise uses the possessed creature\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t have access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. The ekimmu can leave a possessed body at any time. A creature possessed by an ekimmu can be determined by the reddish tint of its eyes. The ekimmu has advantage on any saving throws needed to resist turning while possessed or spells that end its possession  attack . \n'b'\n'b' ABOUT \n'b' Ekimuu are the spirits of the dead who have not been given proper funerary rites. They may be murder victims cast into a defile, lonely hermits who died far away from others, or travelers too far from home for anyone to claim their corpses. Denied entry into the afterlife, they roam the world looking to vent their wrath upon mortals. They often do this by possessing a person and committing violent crimes, abandoning their victim when suspicions are aroused. Some legends say that an ekimmu can be quieted or even laid to rest if invited to a funerary feast and offered the appropriate libations.'