Edimmu CR 3
AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex)
hp 32 (5d8+10)
Fort +3, Ref +6, Will +5
Immune undead traits
Weaknesses vulnerability to dismissal
Speed fly 60 ft. (perfect)
Melee frigid touch +6 (1d6 cold)
Special Attacks frigid touch, life implosion, moan, storm mastery
Spell-Like Abilities (CL 6th)
At willâ fog cloud, silent image (DC 13), unseen servant, whispering wind
Tactics
During Combat As soon as it detects a living creature, an edimmu uses its moan special ability to sow discord before attacking with its frigid touch. If foes prove they are able to harm the edimmu, it lies out of reach and makes use of its storm mastery ability.
Morale Edimmu are fearless and fight until destroyed or dismissed (see weaknesses).
Str –, Dex 17, Con –, Int 13, Wis 15, Cha 15
Base Atk +3; CMB +6; CMD 16
Feats Ability Focus (moan), Improved Initiative, Lightning Reflexes
Skills Fly +19, Intimidate +9, Knowledge (History) +6, Perception +10, Stealth +11
Languages Auran, Qadiran
SQ Incorporeal, rejuvenation
An edimmuâs frigid touch deals 1d6 points of cold damage.
Once an edimmu reaches 0 Hit Points it collapses upon itself, imploding with a final shriek that rips the life force from nearby creatures. Any living being within 20 feet of the edimmu at the time of its destruction must succeed a DC 14 Fortitude save or take 1d4 points of Constitution damage. The save is Charisma-based.
An edimmuâs sorrowful moans force every living creature within 30 feet to make a DC 16 Will save to avoid becoming shaken. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same ediummuâs moan for 24 hours. The save is Charisma-based.
Upon an edimmuâs destruction, the magics that bind it to the mortal world linger on. Thus, 1d4+1 days after an edimmuâs destruction, the creature reforms with full hit points. The only way to destroy an edimmu is with an atonement spell. The atonement absolves the creature of its sins and sorrows, allowing it to finally return to its native plane.
Once per day, an edimmu can spend a full-round action to control the winds within 50 feet of it. It may change the speed and strength of the wind within this area, raising wind force to as strong as severe (see wind effects). It may control such winds for up to 1 minute, but can perform no other action while doing so. At the end of this minute, or when the edimmu takes another action, the force of the winds reduces by one level of strength per round until returning to normal.
If dismissal is cast upon an edimmu, it is immediately destroyed without its Life Implosion ability taking effect.
Pathfinder 20: House of the Beast
Pathfinder 20: House of the Beast. Copyright 2009, Paizo Publishing, LLC; Author: Tim Hitchcock.