Eleven Men (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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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 Stand User Variant (5e Class) class and Stand User (5e Background) background, and as such does not follow traditional CR.

Eleven Men[edit]

Medium humanoid (Human), lawful neutral


Armor Class 13
Hit Points 13 (2d8 + 4)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 11 (+0)

Skills Athletics +3, Insight +3
Senses passive Perception 11
Languages English
Challenge 2 (450 XP)


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.

ACTIONS

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 30/300 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Must be reloaded as an action 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.

REACTIONS

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.

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[Source]

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