Esidisi (JJBA Supplement)

Esidisi, Strategist of the Pillar Men

Medium undead (Pillar Man), chaotic evil


Armor Class 18 (Natural Armor)
Hit Points 142 (15d8 + 75)
Speed 40


STR DEX CON INT WIS CHA
24 (+7) 26 (+8) 20 (+5) 24 (+7) 24 (+7) 16 (+3)

Saving Throws Str +12, Dex +13, Con +10, Int +12, Wis +12
Skills Acrobatics +13, Animal Handling +12, Athletics +12, History +12, Intimidation +8, Investigation +12, Insight +12, Nature +12, Perception +12, Stealth +13, Survival +12
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks
Damage Immunities Fire
Condition Immunities Charmed, Frightened, Unconcious (except when falling to 0 hit points)
Senses passive Perception 18
Languages Pillar
Challenge 14 (11,500 XP)


Legendary Resistance (3/day). If Esidisi fails a saving throw, he can choose to succeed instead.

Hyper-intellect. Esidisi is capable of understanding most concepts rather quickly. He can learn to speak any language he's heard and can become proficient in any weapon he's held. He must be in the presence of a language for at least 10 minutes or the presence of a weapon for 5 minutes.

Regeneration. Esidisi regains 12 (2d6 + 6) hit points and the start of his turn if he has at least 1 hit point and isn't in sunlight. If Esidisi takes radiant damage, this trait doesn't work until the start of his next turn. He may spend 1 spirit point when this happens to double the hit points regained. If Wamuu takes radiant damage, this trait doesn't work until the start of his next turn. When he is reduced to 0 hit points, he may spend 1 spirit point to remain at 1 hit point instead. If he would be killed, he must spend 2 spirit points and become incapacitated until the end of his next turn.

Sunlight Hypersensitivity. Esidisi takes 7 (2d6) radiant damage each turn he starts his turn in sunlight.

Path of Destruction. If a creature is within Esidisi's movement path, he can make an unarmed strike as a bonus action.

Flame Mode. Esidisi deals 9 fire damage to any creature that hits him with a melee attack, and he can not have his movement speed reduced by any means other than becoming restrained or unconcious, and he ignores difficult terrain.

Survival. When Esidisi would be killed, he becomes a Tiny brain with half his movement speed and an equal climbing speed. He can only use his action to tether himself to a creature. If he remains tethered to the same creature for 24 hours, he returns to his normal state at maximum hit points and the creature dies instantly.

Spirit Points. Esidisi has 10 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 8) fire damage. He regains a number of hit points equal to the damage dealt. If a creature is killed by this attack, they are raised as an Undead under his control after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to Undead, they gain dark vision for 60 ft. unless they had better, and their unarmed attacks gain this effect, but not this attack itself. If damage reduces the them to 0 hit points, they must make a DC 5 + damage taken Constitution saving throw, unless the damage is radiant damage or from a critical hit. On a success, they drop to 1 hit point instead. These minions will always stay under your control until they die and control over your minions cannot be taken from you. He may spend 2 spirit points as part of his attack to force the target to succeed a DC 20 Charisma saving throw or become frightened for 1 minute. They may reattempt this saving throw at the end of each of their turns, ending this effect early on a success.

Regeneration (1 Spirit Point). If he has at least 1 hit point, Esidisi recovers 95 hit points or regains 1 lost limb within 30 ft. of him. He may spend 1 additional spirit point to double these effects.

Erratic Blaze King Mode (1 Spirit Point). Esidisi gains the following for 1 minute. His unarmed strikes gain an additional 15 feet of reach and deal twice as much damage. He may spend 1 spirit point as a bonus action to to cause your successful hits to become critical hits until the start of your next turn; he may spend 1 additional spirit point during that bonus action to cause all of his attacks to always successfully hit as well.

Erratic Blaze King's Giant Cartwheel Prison (4 Spirit Points). While in Erratic Blaze King Mode, 1 creature within 5 feet must attempt a DC 20 Strength saving throw. On a failure, they are restrained for 1 minute, take the damage of two unarmed strikes, and take 20 (3d6) fire damage at the beginning of each of their turns for 1 minute. On a success, they only take half as much damage. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Source

The Burning King, Esidisi of the Flame, and Master of Heat. This Pillar Man is known by many names and for good reason. Esidisi is the right hand of the leader of the Pillar Men, Lord Kars, an excellent strategist, and a co-conspirator in the creation of the Stone Masks and in the death of the rest of his race. He is entirely loyal to Lord Kars and seeks only to acquire the Red Stone of Aja so that the Pillar Men may become the peak of evolution. Esidisi is a man of great tactics, as he knows just how to deceive, trick, and manipulate his enemies so that he might completely destroy them. A powerful warrior might cut of Esidisi's arm, expecting him to go into a blind fury, only to watch as he bursts into tears and just as quickly calm down to throw them off and completely freak them out just to gain the advantage. Esidisi has studied strategy from some of the greatest minds and has proven himself to be deadly opponent. He has also been regarded as the Master of Heat, able to boil his blood up to 500 degrees Celsius, making him even more deadly. The only thing to stop him along with the other Pillar Men was their inability to find the Red Stone of Aja, eventually leading to their current stone slumber. However, hiding away somewhere beneath the earth and soil is a dormant evil that awaits the day when they see fit to resume their search. On that day, The Burning King and his kin shall rise and search out the immortality they so long for.


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