Medium Humanoid, Any Alignment
Armor Class 18 (studded leather, shield)
Hit Points 84 (13d8 + 26)
Speed 35 ft.
STR
13 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
13 (+1)
CHA
22 (+6)
Saving Throws DEX +6, CON +4, WIS +3
Skills Perception +3, Stealth +8
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Thieves' Cant, Undercommon
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Gunslinger. Being within 5 feet of a hostile creature or attacking at long range doesn’t impose disadvantage on the American ninja's ranged attack rolls with a pistol. In addition, the American ninja ignores half cover and three-quarters cover when making ranged attacks with a pistol.

Heely Agility. When the American ninja moves on its turn in combat, it can double its speed until the end of the turn due to their heelys. Once it uses this ability, the American ninja can’t use it again until it moves 0 feet on one of its turns.

Innate Spellcasting. The American ninja's spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will: dancing lightsmagic missilecharm person

1/day each: hastefaerie fire, levitate (self only)

Actions

Multiattack. The American ninja makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Poisonous Pistol. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 11 (2d10) poison damage.

Description

The American Ninja is wearing some heelys.

KeepingItAnne

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