Shinobi (5e Creature)
From D&D Wiki
Medium humanoid (any race), any non-good alignment
Saving Throws Dex +6, Int +5
Evasion. When the shinobi 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 shinobi deals an extra 14 (4d6) 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 shinobi that isn't incapacitated and the shinobi doesn't have disadvantage on the attack roll.
Multiattack. The shinobi makes two attacks.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing 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 damage on a successful one.
Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) 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 damage on a successful one.
Smokebomb. The shinobi drops a smokebomb at its feet, causing the air in a 15-foot radius to become heavily obscured for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Shinobi (also known as ninja) are specialist assassins who can also be recruited as mercenaries for evil lords. They generally attack from the flank and use allies who are particularly tough or expendable to attack from the front before they spring their trap. Magic users and archers should beware, as the shinobi will spend hours getting into position to perform their assassination of chosen targets.