Esidisi (JJBA Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Sideshow class and Athlete background, and as such does not follow traditional CR.

Esidisi[edit]

Medium undead, neutral evil


Armor Class 22 (natural armor)
Hit Points 205 (29d10 + 145)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 20 (+5) 12 (+1) 24 (+7) 8 (-1)

Saving Throws Dex +14, Con +14, Int +10, Cha +8
Skills Acrobatics +14, Athletics +10, Investigation +10, Nature +10, Perception +16
Damage Vulnerabilities radiant
Damage Resistances poison, necrotic
Senses passive Perception 26
Languages Pillar
Challenge 29 (135,000 XP)


Spirit Points. Esidisi has 29 spirit points which he may expend. All spirit points are regained at the end of a long rest.

Sunlight Hypersensitivity. If an amount of skin equal to the surface of Sanana's head or greater is in direct sunlight, he takes 5 (2d4) radiant damage at the end of each of his turns, or every 6 seconds outside of initiative. Creatures attempting to reveal Esidisi may do so as the result of a successful shove attempt. Recovering himself requires an action. Additionally, Esidisi does not age or need to sleep, and he counts as one size larger for the sake of how much you can push, pull, or lift.

Enhanced Flesh Detection. Esidisi, he automatically learns the alignment of any creatures within 30 feet of him, even if he isn't aware of their presence, so long as they produce a scent.

Pillar Speed. Esidisi can take the disengage action as a bonus action. He may spend 1 spirit point to take the disengage or dash action as a free action.

Brainstorm. When Esidisi is targeted by an effect in which he must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, Esidisi may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success.

Endurance. If Esidisi is subjected to an effect that allows him to make a Constitution saving throw to take only half damage, he instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Do or Die. At will on his turn for 2 spirit points or at any time for 5 spirit points, Esidisi may immediately take an action.

Hyper-Intellect. Esidisi learns to speak any language he has heard for at least 10 minutes and can become proficient in any weapon he holds for 5 minutes.

Rib Blades (1 Spirit Point). At the end of each of his turns, Esidisi may spend 1 spirit point to make a Pillar Claws attack using his ribs even if you are incapacitated, but not unconscious.

Malleable Body. Esidisi may squeeze through gaps as small as 2 inches.

Regeneration. When Esidisi is brought down to 0 hit points, he may spend 1 spirit point to instead drop to 1 hit point. If he would be killed by the hit, he must spend 1 additional spirit points to do so and is incapacitated until the end of his next turn. You may spend 1 additional spirit point to regain an additional 36 (2d6 + 29) hit points when he does so. If Esidisi loses any body parts, but they are still intact and within reach, he can spend 1 spirit point as a free action to reattach it.

Panicking Heat. When Esidisi hits a creature with an attack, he may spend 2 spirit points to force them to make a DC 18 Charisma saving throw, becoming frightened for 1 minute on a failure. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Disgusting Survival. When Esidisi is killed, he becomes a Tiny brain with a movement and climbing speed of 15 feet that can only use its action to tether itself to a creature. If he remains tethered to the same creature for 24 hours, he returns to his normal state and they die instantly.

ACTIONS

Multiattack. Esidisi makes three Pillar Claws attacks.

Pillar Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.

Extend Claws (1 Spirit Point). As a bonus action, the reach of Esidisi's Pillar Claws increases by 5 feet for 1 minute.

Crush (1 Spirit Point). As a bonus action while grappling a creature in two hands, the target becomes restrained until they escape the grapple and automatically take 10 (2d4 + 5) bludgeoning damage at the end of each of Esidisi's turns.

Path of Destruction (1 Spirit Point). As a bonus action, Esidisi may make an attack against any creature whose space he moves into until the beginning of his next turn. Esidisi may only target each creature once each time he uses this feature.

Pillarize. Esidisi becomes petrified and immune to all damage for at least 1 minute, after which he can end this effect at will. Esidisi automatically benefits from this feature if he becomes petrified, and this effect automatically ends if he is no longer petrified.

Meat Invade (3 Spirit Points). One creature Esidisi is grappling that is not a construct or elemental must attempt a DC 16 Strength saving throw. On a failure, the creature becomes paralyzed and Esidisi enters their body for 1 minute or until they drop to 0 hit points, causing the creature to follow any movements Esidisi makes and causing any effects that target Esidisi to target the creature as well. The target may retry this saving throw at the end of each of their turns, not being paralyzed or forced to follow Esidisi's movements until the end of their next turn on a success. On a critical success, this effect ends early.

Flesh Reconstruction (1 Spirit Point). Esidisi treats his unarmed strikes as any weapon he is proficient in. Ranged weapons created in this way still require ammunition.

Instant Emotion (2 Spirit Points). Esidisi ends any conditions affecting him.

Flame Mode (1 Spirit Point). As a bonus action, Esidisi gains 87 temporary hit points, gains resistance to non-magical piercing, slashing, and bludgeoning damage, ignores difficult terrain, regains 36 (2d6 + 29) hit points at the end of each of his turns that he has at least 1 hit point and has not taken radiant damage since the beginning of his previous turn, and deals 9 additional fire damage to any creature he damages, and he gains the following actions for 1 hour or until he is knocked unconscious:

Pillar Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) fire damage.
Blood Drain (1 Spirit Point). As a bonus action, Esidisi gains the following for 1 minute. On a hit with an unarmed strike, he regains hit points equal to the damage he dealt unless the target is an elemental, construct, or undead to a maximum of twice the target's proficiency bonus.
When Esidisi reduces a creature's hit points to 0 and would regain hit points from this feature, he may instead raise them as an undead after 1 minute. They regain hit points equal to the damage he dealt that reduced to them to 0 hit points, they gain the Zombie feature, and they become charmed by Esidisi.
Bloody Summoning (1 Spirit Point). While Blood Drain is active, one willing or unconscious creature within Esidisi's reach that is not an elemental, construct, or undead is killed instantly and Esidisi regains hit points as if he had hit them with an unarmed strike and spirit points equal to half their proficiency bonus rounded down, and fulfills his daily requirement of food and water.
Erratic Blaze King Mode (1 Spirit Point). For 1 minute, Esidisi gains an additional 15 feet of reach, Flame Mode's bonus fire damage is doubled, and he gains the following actions:
Erratic Blaze King's Giant Cartwheel Prison (4 Spirit Points). One creature within 5 feet must attempt a DC 18 Strength saving throw. On a failure, they take 28 (2d6 + 7 x 2) and are restrained for 1 minute and take 10 (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.


Esidisi_Infobox_Manga.png
Source [1]

The Burning King, Esidisi of the Flame, and Master of Heat is the right hand of the leader of the Pillar Men, the last surviving members of a race of ancient superhumans, and one of two responsible for their eradication. He is entirely loyal to the mastermind of their scheme, 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. As of 1938, Esidisi, Kars, and Wamuu were sealed within the Roman Colosseum before being awakened by a group of Nazi soldiers attempting to destroy them before they could awaken. Instead, the entire platoon was slaughtered, leaving only two survivors: Joseph and Caesar, two powerful Hamon users. Despite their talent, Wamuu was strong enough to handle the both of them with ease, though Joseph's bluff of potentially offering a good fight in a month after training earned them some time, ensured by Wamuu and Esidisi's wedding rings of death. Still, Esidisi was a strategist first, tracking down the Red Stone to Air Supplena Island in Venice, where Joseph and Caesar were training. While a confrontation with a much stronger Joseph would spell his death, he was able to temporarily take over the body of Suzie Q, caretaker of the Hamon monastery's master, and send the Aja to Switzerland before being slain.


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