Eleven Men (5e Creature)
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Medium humanoid (Human), lawful neutral
Stand Proud Focus. The Eleven Men takes 3 less damage from non magical piercing, slashing, and bludgeoning damage. They also gain advantage on saving throws against being Charmed, Frightened, and Paralyzed.
Exchange Blows. When the Eleven Men takes damage from a hostile creature or as a bonus action, they make a DC 11 Constitution saving throw. On a success, they or the Stand can make 1 additional melee attack on each of their turns. They can only have up to 2 "Exchange Blows Stacks" at once. Using extra attacks during their turn does not consume the stacks. They may spend 1 stack to make a melee attack against creature without using a reaction. All stacks are lost once initiative ends.
Exploit the Armor. When the Eleven Men successfully hits a creature with a melee attack, their melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.
Tatoo You! The Eleven Men can phase through each other, allowing them to occupy each others' space, and to move through each others' spaces without a penalty to their movement speed. When two or more bodies are occupying the same space, they decide which of them gets targeted by any effect.
Spirit Points. The Eleven Men has 3 Spirit Points which they can expend. All spirit points are regained at the end of a long rest.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 3) bludgeoning damage.
Revolver. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Must be reloaded after 6 shots.
Tatoo You! As a bonus action while occupying the same space as one of the Eleven Men, one may teleport to occupying the space of another one of the Eleven Men.
Tatoo You! While occupying the same space as one of the Eleven Men, one may teleport to occupying the space of another one of the Eleven Men.