Arcane Ninja (5e Creature)
Arcane Ninja[edit]
Medium humanoid, any non-good alignment Armor Class 12 (15 with mage armor)
Saving Throws Dex +5, Wis +5 Assassinate. During its first turn, the ninja has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the ninja scores against a surprised creature is a critical hit. Evasion. When the ninja is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack (1/Turn). The ninja deals an extra 7 (2d6) damage when it 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. Magic Weapons. The ninja's weapon attacks are magical. Spellcasting. The ninja is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The ninja has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, poison spray, true strike ACTIONSShortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much on a successful one.
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The arcane ninja is a variant of the assassin in the Monster Manual of the official content with spellcasting added. It's not a complex modification, but it is useful for certain situations. |
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