Medium Humanoid, Any Alignment
Armor Class 15 (Combat Jacket)
Hit Points 19 (2d8 + 6)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
19 (+4)
CHA
12 (+1)
Saving Throws WIS +6, CHA +3
Skills History +2, Insight +7, Medicine +7, Nature +2, Perception +7
Senses Passive Perception 17
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Chakra Points 22(2d10 + 6)

Ninjutsu. +2 to hit, (Ninjutsu save DC 10)

Taijutsu. +3 to hit, (Taijutsu save DC 11)

Genjutsu. +7 to hit, (Genjutsu save DC 15)

Proficient it Chakra Control and Ninshou

Medical Nin. Can use justu's with the medical keyword. Can use WIS instead of Int for Ninjutsu with the medical keyword. Can add WIS mod to healing justu's.

Rejuvenating Rest. Extra 1d6 health to everyone during a short rest.

Channel Healing. Can add extra healing to a jutsu twice per long rest. This bonus equals 1 + highest chakra die.

Tainted Hands. At 2nd level, when you are using Jutsu or weapons that causes poison Damage, you may reroll all 1’s and 2’s. You must take the new roll, even if it is a 1 or 2.  

Touch of Terror. Also, at 2nd Level, as a Reaction, when a creature you can see within 30 feet of you is making a constitution or Dexterity saving throw to resist an Effect that deals Poison damage, you can spend 10 Chakra, to give them disadvantage on their save.

Healer. When you use a medicine to stabilize a dying creature, that creature also regains 1 hit point.
As an action, you can spend one use of a medicine kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points again in this way until it finishes a short or long rest.

Actions

Chained Hand Scythe. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 5 (2d4) slashing damage. Grapple. Two-Handed.

Kunai. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Monster Tags: NPC

NBuck

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