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Ekimmara

Medium undead, unaligned
Armor Class 16
Hit Points 99hp (11d8 + 55) 11d8+55
Speed 40ft Climb: 40ft

STR
20 +5
DEX
18 +4
CON
20 +5
INT
8 -1
WIS
12 +1
CHA
10 0

Skills Athletics +11, Perception +7, Stealth +10
Damage Vulnerabilities Fire
Condition Immunities Charmed, Frightened
Senses Blindsight 120ft, passive Perception 17
Challenge 8


Echolocation. The ekimmara can't use its blindsight while deafened.   Keen Hearing. The ekimmara has advantage on Wisdom (Perception) checks that rely on hearing.   Sunlight Sensitivity. While in sunlight, the ekimmara has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.   Undead Fortitude. If damage reduces the ekimmara to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, fire, or from a critical hit. On a success, the ekimmara drops to 1 hit point instead.   Spider Climb. The ekimmara can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Turn Resistance. The ekimmara has advantage on saving throws against any effect that turns undead.   Regeneration. The ekimmara regains 20 hit points at the start of its turn. If the ekimmara takes radiant or fire damage, this trait doesn't function at the start of the ekimmara's next turn. The ekimmara dies only if it starts its turn with 0 hit points and doesn't regenerate.   Blood Frenzy. The ekimmara has advantage on melee attack rolls against any creature that doesn't have all its hit points.


Actions

Multiattack. The ekimmara makes three attacks: two with its claw and one with its bite.   [Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 5) 2d6+5 piercing damage plus 10 (3d6) 3d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.   Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) 2d6+5 slashing damage plus 6 (2d6) 2d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.   Invisibility. The ekimmara magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the ekimmara wears or carries is invisible with it.


 

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