Ninja Cat (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Naruto: Shinobi (5e Class) class and Genin (5e Background) background, and as such does not follow traditional CR.

Ninja Cat[edit]

Medium beast (cat), neutral good


Armor Class 15 (Natural Armor)
Hit Points 13 (3d8)
Speed 40 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 12 (+1)

Saving Throws Dex +5, Int +4
Skills Acrobatics +5, Deception +3, Insight +2, Intimidation +3, Perception +2, Sleight of Hand +5, Stealth +5, Survival +2
Senses passive Perception 12
Languages Common
Challenge 3 (700 XP)


Chakra. The ninneko has 6 chakra points which they can expend. All chakra points are regained at the end of a long rest.

Keen Sense. The ninneko has advantage on Wisdom (Perception) checks that rely on smell.

Feline. The ninneko has advantage on Stealth checks and may take the Dash action as a bonus action if it does not take the Attack action.

Variable Size. While usually Medium, ninneko range can be as small as Tiny. Regardless of size, all ninneko use the same statistics, including hit points.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Chakra Fang (2+ Chakra). Melee Spell attack +4 to hit, reach 5 ft., one creature. Hit 7 (2d4 + 2) magical piercing damage. For each chakra point spent above 2, the ninneko may deal an additional 3 (1d4) damage.

Feline Vanish (2 Chakra). The ninneko becomes unable to be smelled or heard until the end of its next turn.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, the ninneko gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If they cast this Jutsu while submerged in a liquid, the Jutsu carries them to the surface of the liquid at a rate of 60 feet per round. Additionally, their movement speed increases by half its total (rounded down), and attacks of opportunity against them have disadvantage.

REACTIONS

Substitution (3+ Chakra). When the ninneko is hit by an attack and would take damage, they decrease the damage by 8 (1d10 + 3) and teleports up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. The ninneko can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

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[Source].

Ninja cats, often called ninneko, have a long history as the lesser-utilized rivals of ninja dogs. While many ninneko are capable of speaking, not all are, and some simply do not wish to speak with humans. Some ninneko are loyal to human companions, though they have caught a reputation of being in the service of black market dealers, forcing many to stay within their own various communities, such as Nekomata's Palace.



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