Ninja

Medium humanoid, lawful neutral

Armor Class

14 (leather armor)

Hit Points

22 (4d8 + 4)

Speed

30 ft., climb 20 ft.

STR

10 (+0)

DEX

16 (+3)

CON

12 (+1)

INT

10 (+0)

WIS

12 (+1)

CHA

10 (+0)

Damage Resistances

poison

Condition Immunities

poisoned

Senses

blindsight 10 ft., passive Perception 13

Skills

Stealth +7, Sleight of Hand +5, Perception +3

Languages

Common

Challenge

1 (200 XP)

Sneak Attack. Once per turn, whenever the ninja attacks, it can deal an extra 7 (2d6) damage to one creature hit with an attack if it had advantage on the attack roll or if it has an ally within 5 feet of its target that isn’t incapacitated.

Rigorous Training. The ninja can hold its breath for up to five minutes and cannot be poisoned.

Grappling Hook. The ninja is skilled in the use of a grappling hook, allowing it to scale structures with ease. The ninja gains a 20 ft. climb speed.

Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Throwing Star. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Smoke Bomb. The ninja throws a smoke bomb at its feet. This creates a cloud of smoke in a 10-foot radius area that renders all creatures within it blind and heavily obscures the area to creatures outside of it. This cloud persists until the beginning of the ninja’s next turn.

medium
humanoid
cr1
nerzugals-extended-bestiary