Esidisi, Strategist of the Pillar Men (5e Creature)

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Esidisi, Strategist of the Pillar Men[edit]

medium humanoid (Pillar Man), chaotic evil

Armor Class 18 (Natural Armor)
Hit Points 190 (20d8 + 90)
Speed 40

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
Senses passive Perception 18
Languages Common
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 20 hit points and the start of his turn if he has at least 1 hit point and isn't in sunlight. If Wamuu takes radiant damage, this trait doesn't work until the start of his next turn.

Sunlight Hypersensitivity. Esidisi takes 20 radiant damage each turn he starts his turn in sunlight.

Path of Destruction. If a creature is within Esidisi's movement path, he activates his absorption feature as a bonus action.

Self Detonation. When Esidisi begins to die, he sprays massive amounts of blood, covering a all creatures in a 10 foot radius in boiling blood. All creatures caught in this radius take 4d8 fire damage. The blood also boils through any objects not being worn or carried.


Multiattack. Esidisi makes three attacks with his boiling blood.

Boiling Blood. Ranged Weapon Attack: +10 to hit, range 15/30 feet, one target. Hit: 19 (2d8 + 8) fire damage.

Absorption. As a Pillar Man, Esidisi can absorb other living creatures and meld flesh together. As an action, he can make contact with a creature or creatures and either absorb them, gaining 3d12 healing, or meld to two creatures together, causing them to be bonded to one another, effectively restraining them. Any creature who wishes to avoid the absorption must make a DC 16 Constitution saving throw or suffer one of these effects.

Erratic Blaze King's Giant Cartwheel Prison. Esidisi creates several holes in his back and extends 1d6+4 blood vessels out from the holes, sending them towards a creature. The creature must make a DC 18 dexterity saving throw or become surrounded by the blood vessels, effectively trapped, and take 1d6 fire damage per blood vessel. The creature then makes this save at the beginning of each of it's turns or takes the damage again. The attack ends if the creature is successful or if Esidisi chooses to attack a different creature.

Boiling blood injection. Esidisi sends a blood vessel at a creature within 5 feet and sends a bit of his boiling blood inside of them. The creature must make a DC 16 dexterity saving throw or be pierced by the blood vessel and take 3d6 fire damage.


Emotional Overreaction. If Esidisi takes more than 20 damage from an attack, he bursts into tears to center himself and prevent him from falling prey to his emotinos. While only for a moment, it is extremely unnerving to witness. The attacker must succeed on a DC 16 Wisdom saving throw or be frightened of Esidisi for 3 rounds. Any creature who has witnessed Esidisi perform this move won't be surprised by it, effectively making them immune to it for the next 24 hours.


The Esidisi can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Esidisi regains spent legendary actions at the start of its turn.

Move. Esidisi moves up to his speed without provoking opportunity attacks.

Boiling Blood. Esidisi makes one attack with Boiling Blood.

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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