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Satsugai

Satsugai Medium humanoid, lawful good or lawful neutral 5 1,800 xp

  • Armor class 16 (lamellar)
  • Hit points 97 (13d8+39)
  • Speed 40 ft.
  • STR 19 (+4)
  • DEX 15 (+2)
  • CON 17 (+3)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 17 (+3)

Save Throws: Str +7, Con +6

Skills: Animal Handling +4, Athletics +7

Senses: PP11

Languages: Common

Challenge: 5 (1,800 xp)

Camouflage. The samurai has advantage on Dexterity (stealth) checks made to hide.

Regeneration. The samurai regains 5 hit points at the start of its turn if it has at least 1 hit point.

Heightened Senses. The samurai has advantage on Dexterity saving throws.

Actions

Multiattack. The samurai makes three attacks with its nodachi or hankyu.

Nodachi. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Hankyu. Ranged Weapon Attack: +4 to hit, range (80/320), one target. Hit: 4 (1d6 + 1) piercing damage.

Shinobi

Shinobi Medium humanoid, any alignment 9 3,000 xp

  • Armor class 18
  • Hit points 127 (17d8+51)
  • Speed 40 ft.
  • STR 13 (+1)
  • DEX 19 (+4)
  • CON 16 (+3)
  • INT 12 (+1)
  • WIS 17 (+3)
  • CHA 18 (+4)

Save Throws: Dex +8, Cha +8

Skills: Acrobatics +12, Perception +7

Senses: darkvision 60 ft., PP17

Languages: Common, Thieves' Cant

Challenge: 9 (3,000 xp)

Grace. The kensai cannot suffer from disadvantage when attacking with its ninja-to.

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

Ninjutsu. The shinobi’s attacks are ki-empowered. When the shinobi hits with its ninja-to, the weapon deals an extra 2d6 force damage (included in the attack).

Superior Invisibility. As a bonus action, the shinobi can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the shinobi wears or carries is invisible with it.

Unarmored Defense. While the shinobi is wearing no armor and wielding no shield, its AC includes its Charisma modifier.

Weapon Bond. The shinobi can summon its ninja-to into its hand using a bonus action. The shinobi can’t be disarmed of its ninja-to unless incapacitated.

Actions

Multiattack. The shinobi makes three attacks in any combination.

Crescent Sweep. Melee Weapon Attack: +8 to hit, reach 5 ft., all targets. Hit: 7 (1d6 + 4) piercing or slashing damage.

Ninja-to. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing or slashing damage plus 7 (2d6) force damage. If the target is a creature, the shinobi can choose one of the following additional effects:
• The target must succeed a DC 16 Constitution saving throw, or lose the ability to make opportunity attacks until the beginning of its next turn.
• The target must succeed a DC 16 Dexterity saving throw, or have its speed halved until the beginning of the shinobi’s next turn.

Ki Shuriken (Recharge 5-6). A line of pure spiritual energies 5 feet wide and 30 feet long bursts from the shinobi’s ninja-to. Each creature in the line must make a DC 16 Dexterity saving throw. A creature takes 18 force damage on a failed save, or half as much damage on a successful one.