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Ekimmu

Medium undead, chaotic evil

Armor Class 13
Hit Points 45 (10d8)
Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
7 (–2) 16 (+3) 10 (+0) 14 (+2) 14 (+2) 15 (+ 2)

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)

SPECIAL TRAITS

  • 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.
  • 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.

ACTIONS

  • Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) necrotic damage.
  • Paralyzing Howl (recharge 5–6). The ekimmu lets loose a horrible howling noise that grips people’s 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’s paralyzing howl for 24 hours.
  • 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’t deprive the target of awareness. The ekimmu can’t 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’s statistics, but doesn’t have access to the target’s 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.

ABOUT

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.

Section 15: Copyright Notice
Tome of Horrors 2020, (C) 2020, Necromancer Games