Medium Humanoid (Goblinoid), Neutral
Armor Class 19 Unarmored defence
Hit Points 114 (17d8 + 34)
Speed 50 ft.
STR
16 (+3)
DEX
20 (+5)
CON
14 (+2)
INT
14 (+2)
WIS
18 (+4)
CHA
7 (-2)
Saving Throws STR +9, DEX +11, CON +8, INT +8, WIS +10, CHA +4
Skills Acrobatics +8, Athletics +7, Perception +8, Stealth +10
Damage Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 19
Languages Common, Goblin
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Athlete. Standing from prone only uses 5ft of movement. Climbing cost no extra movement. Ninjas can make a long or high jump with only 5ft of movement before hand.

Unarmored Movement. Ninjas can move of vertical surfaces or water without falling.

Open-Hand Techniques(DC-17). When using flurry of blows this shinobi inflicts one extra effect.

  1. Tripping strike - Dexterity saving throw, or knock target prone.
  2. Pushing strike - Strength saving throw, or push target 15ft.
  3. Crippling strike - Constitution saving throw, or block the target reactions until the start of the shinobi's next turn.

Wholeness of body (1/LR). As an action the shinobi regains 51hp.

Evasion + Slow-fall. When a ninja makes a dexterity saving throw they take only half damage, or no damage from a success. Fall damage is reduced by 60hp.

Quivering palm(1/LR). When making an unarmed strike, the shinobi causes lethal vibrations, use next turn to end them causing a Constitution save. On fail the target is reduced to 0hp, on success they take (10d10) necrotic damage.

Actions

Multi-attack. The Crimson Lotus Ninja makes two attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 5) bludgeoning damage.

Shuriken/Kunai. Ranged Weapon Attack: +10 to hit, range 20 ft./60 ft., one target. Hit: 6 (1d4 + 5) piercing damage.

Bonus Actions

Flurry of blows(5/SR). The shiboni makes 2 unarmed strikes.

Patient defense(3/SR). Dodge giving disadvantage on attacks against the shinobi.

Step of the wind(2/SR). Disengage or dash.

Stunning strike(2/LR). Stun the target with a melee strike Con save DC 17.

 

Reactions

Deflect missiles. As a reaction the ninja catches any ranged attacks reducing damage by (1d10+ 25). If the damage is reduced to zero, spend 1ki point to fire it back as part of that reaction. If it hits it deals 1 martial arts die + the ninjas Dexterity modifier.

Substitution jutsu (3/SR). The ninja trades places with a nearby object, in a sudden high speed movement, in order to avoid damage. Teleport 15ft to an unoccupied location and avoid damage.

Habitat: Urban

Andy_Bo_Bandy

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