Beige and gray-yellow crystal that has a wicked jaggedness to its shape shines dully in the shadowy light of the forested basin that the Cie’th dwells in. Its perpetual sadness is expressed in alien crying that sounds almost like that of a mother having lost a child.– Manly Man
Cie’th, Edimmu (CR 10)
XP 9,600
NE Medium Outsider (Cie’th, Native)
Init +8; Senses Darkvision 90 ft.; Perception +15
DEFENSE
AC 29, touch 23, flat-footed 16 (+8 dex, +6 natural, +5 dodge)
hp 150 (12d10+84)
Fort +14, Ref +16, Will +8
DR 5/adamantine and magic or crystal and magic; Immune daze, death effects, imperil, mind-affecting, poison, stun; Resist Fire/Ice/Wind/Earth/Lightning/Water 10; SR 21
OFFENSE
Speed 30 ft., fly 80 ft. (good)
Melee Slam +20 (1d4+5), 2 Wings +18 (1d4+5)
Special Attacks Miasma, Tears of Remorse, Tears of Woe, Wind Slash
STATISTICS
Str 20, Dex 26, Con 22, Int 2, Wis 18, Cha 14
Base Atk +12; CMB +17; CMD 28
Feats Ability Focus (Miasma), Dodge, Flyby Attack, Toughness, Weapon Finesse
Skills Fly +22, Perception +15
Languages Common (cannot speak)
SQ Confounding Grace, Improved Uncanny Dodge
SPECIAL ABILITIES
Confounding Grace (Ex)
The edimmu can, while in flight, use the total defense action as a swift action. This is included in the stat block above.
Improved Uncanny Dodge (Ex)
Along with the benefits of the uncanny dodge ability, an edimmu can no longer be flanked. This defense denies a thief the ability to sneak attack the edimmu by flanking it, unless the attacker has at least four more thief levels than the edimmu’s HD.
Miasma (Su)
With a great, heaving breath does the edimmu belch forth a cloud of noxious mist. As a standard action, the edimmu deals 5d6 non-elemental damage to all enemies in a 30 ft. cone; a successful Reflex save (DC 22) halves this damage. All enemies within the area of effect who failed the Reflex save must make a series of saves (DC 22) to avoid each of the following effects: Disease (Fort), Silence (Will), Sap (Fort), and Slow (Will), all of which last for 1d8 rounds. The edimmu must wait 1d4 rounds before using this ability again. Blue mages can learn this ability as a 5th-level spell (Knowledge: Local DC 25).
Tears of Remorse (Su)
After having inflicted at least one status effect on an enemy, an edimmu can softly weep black, inky tears that stream down its face in torrents as a standard action. All enemies within a 45 ft. radius who can see or hear the edimmu must make a Will save (DC 20) or have any status effects inflicted upon them by the edimmu extend their duration by 1 round.
Tears of Woe (Su)
After the edimmu or its allies have sustained damage, the edimmu may bawl and wail as blue tears run from its eyes as a standard action. This grants the edimmu and any allies within a 30 ft, radius fast healing 5 for as long as the sobbing is maintained every round, and for one round after.
Wind Slasher (Su)
With a few great flaps from its wings, the edimmu unleashes a swirling blast of wind that seems to cut through the air like blades. As a standard action, the edimmu can deal 3d6 slashing damage and 3d6 wind damage to all enemies within a 30 ft. cone, at will. A successful Reflex save (DC 20) halves both sources of damage.
ECOLOGY
Environment any
Organization solitary, pair, nest (1-2 edimmu, 2-5 nelapsi), hive (2 edimmu, 2-8 nelapsi, 3-10 chonchon)
Treasure none
Legend has it that edimmu are formed from l’Cie who held someone very dear to them, and so had taken place of their beloved when the fal’Cie was to brand them. Their sense of love and devotion is corrupted into self-loathing and shame, having not only failed their Focus, but failed to return to those they cherished. This may be the reason why many edimmu are still around; those who either tasked themselves or were given the quest by the fal’Cie to slay them would not dare to raise a blade to their loved ones, even if their minds were no longer their own.
Typically, the edimmu starts battle by moving into a favorable position to target as many enemies as possible with its miasma ability, and then continuously uses tears of remorse to extend their enemies’ suffering, and let any allies move in to kill the debilitated foes. If it or its allies are harmed, it will fly well out of melee range to continually use tears of woe to heal until they are at a suitable level of health.
Edimmu are 7 feet tall and weigh about 150 pounds.