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.