Assassinate. During its first turn, the Yakuza has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Yakuza scores against a surprised creature is a critical hit.
Evasion. If the Yakuza is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Yakuza instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Charger. As part of the Dash action the Yakuza can make a melee attack with a +5 bonus if it moves at least 10 ft before.
Multiattack. The Yakuza makes two katana attacks or two unarmed attacks.
Katana. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 +4) bludgeoning damage.
Yakuza's Speed. The Yakuza can use Dash action as a bonus action on it's turn, also it's jump distance is doubled for the turn.
Deflect Missiles. The Yakuza can use it's reaction twice to deflect the missile when it's hit by a ranged weapon attack. When is does so, the damage it takes from the attack is reduced by 14 (1d10 + it's Dexterity modifier + half it's challenge rating).







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