Menu Close

Five Storm Ninja

At the end of the characters stay in Ordan-Aganhei they are ambushed by a ninja during a parade (the ninja’s were hidden in the paper dragon). These ninja’s were lead by Kikonu (v3.0).

The other interesting thing is that the Geisha pc (22 Charisma!) accepted the proposal from Prince Batsaikhar. She did this because she liked the idea of being a princess but more relevant is that it would cement an alliance between Lord Kuro (heir of the Chrysanthemum Throne) and the Unicorn Clan

She had some conditions – he had to lose weight and be able to propose from 1 knee – and able to bend down and getup by himself. The second condition was the commitment of the Unicorn Clan to the war on the side of Lord Kuro (who she serves) and finally, she refused to sit on the throne until the usurper – The Jade Regent – was deposed and Lord Kuro (her actual liege lord/daimyo) sat on the Chrysanthemum throne.

With 22 Charisma – she got her way. Her engagement gift from the prince was a young kirin (unicorn) who she dubbed Reggie. 

The ambush was fun – the ninja’s used a silence bomb to shutdown their one and only healer the aforementioned geisha. But they really didn’t have a chance against the PCs.


Five Storm Ninja (x8)

Medium humanoid (human), chaotic evil

Armor Class 17

Hit Points 80 (13d8 + 26)

Speed 40 ft. 

STR

DEX

CON

INT

WIS

CHA

13 (+1) 18 (+4) 15 (+2) 16 (+3) 17 (+3) 12 (+1)

Saving Throws STR +4, DEX +7, INT +6, WIS +6

Skills Acrobatics +7, Insight +6, Perception +6, Stealth +7

Senses passive Perception 16

Languages Common, Thieves Cant

Challenge 6 (2,300 XP)

Cunning Action. On each of his turns, the ninja can use a bonus action to take the Dash, Disengage, or Hide action.

Fast Stealth. The ninja can move at full speed using the Stealth skill without penalty.

Ki Pool. The ninja has a pool of 4 ki points, supernatural energy he can use to accomplish amazing feats. As long as he has at least 1 point in his ki pool, a ninja treats any Athletics skill check made to jump as if he had a running start. By spending 1 point from his ki pool, a ninja can make one additional attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from his ki pool to give himself advantage on Stealth skill checks for 1 round. Each of these powers is activated as a bonus action.

Light Steps. As a bonus action the ninja can move up to twice his speed, ignoring difficult terrain. While moving in this way, any surface will support him, no matter how much he weighs. This allows him to move across water, lava, or even the thinnest tree branches. He must end his move on a surface that can support him normally. He cannot move across air in this way, nor can he walk up walls or other vertical surfaces. When moving in this way, he does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does he need to make Dexterity checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.

No Trace. A ninja learns to cover his tracks, remain hidden, and conceal his presence. The DC to track a ninja using the Survival skill increases by +2. In addition, his training gives him a +2 bonus on Tools: Disguise Kit checks and on opposed Stealth checks whenever he is stationary and does not take any action for at least 1 round.

Sneak Attack. Once per turn, the ninja deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the ninja that isn’t incapacitated and the ninja doesn’t have disadvantage on the attack roll.

Unarmoured Defence. While the ninja is wearing no armour and wielding no shield, his AC includes its Wisdom modifier.

Actions

Multiattack. The ninja makes two ninja-to attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., all targets in reach. Hit: 11 (2d6 + 4) bludgeoning damage plus 13 (3d8) force damage.

Masterwork Ninja-to. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 13 (3d8) poison damage.  If the target is a creature it is exposed to shadow poison, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Smoke Bomb. The ninja can throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the fog cloud spell. The ninja can centre this smoke on himself, or throw the bomb as a ranged touch attack with a range of 20 feet. If the ninja spends a ki point it may use the smoke bomb as part of his multiattack action.

 

Posted in 5e, Dungeons & Dragons, Forest of Spirits, Monstrous Compendium, Oriental Adventures

Leave a Reply