Legendary Ninja (CR 6)

Legendary Ninja CR 6

XP 2,400
Human legendary ninja 7
N Medium humanoid (human)
Init +3; Perception +8


AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
HP 39 (7d8+7)
Fort +3, Ref +8, Will +5


Speed 30 ft.
Melee mwk wakizashi +9 (1d6+3/18-20) or mwk kunai +9 (1d4+3)
Ranged mwk kunai +9 (1d4+3) or mwk shuriken +9 (1d2-1), bombs +8
Special Attacks Combat jutsu, jutsu pool (3), secret techniques (DC 16; 0 jutsu: athletics, ninja weapon specialist (kunai, wakizashi), throwing specialist; 1 jutsu: bomb engineer, disguise veil, striding assault, vanishing trick; X jutsu: fount of magic, speed casting), sneak attack +3d6, ninja tricks (bomb engineer, fog dweller, mixed assault, ranged dirty trick)
Legendary Ninja Spells Prepared (CL 7th, concentration +10)

2nd (3/day)darkness, invisibility, knock, see invisibility
1st (6/day)alacrity, detect secret doors, feather fall, longshot, silent image
0 (at will)dancing lights, detect magic, ghost sound, mending, open/close, shadow


Before Combat If the legendary ninja anticipates danger, the legendary ninja finds a hidden vantage point to observe, often setting up bell traps to alert of approaching threats. Before starting a fight, the legendary ninja prepares several smoke bombs, and if the legendary ninja anticipates a difficult fight, the legendary ninja applies oil of magic weapon to a kunai. When a target nears, the legendary ninja uses invisibility to close the gap and get an opportune strike.

During Combat The legendary ninja fights smart, using smoke bombs to provide cover and hide, dirty tricks to weaken enemies, and sneak attacks by throwing kunai. The legendary ninja only resorts to melee combat when without recourse. The legendary ninja always reserves at least 1 jutsu point so the legendary ninja can be effective with weapons and see through smoke with the fog dweller ability, and if needed, use vanishing trick to escape.

Morale The legendary ninja ruthlessly pursues assignments, but approaches each situation intelligently. If reduced to a quarter of maximum hit points, the legendary ninja will use vanishing trick, invisibility or smoke to flee. The legendary ninja has no qualms with running away or changing plans when the legendary ninja encounters unexpected danger, knowing the legendary ninja may always return to complete a task a different way. She is likely to run or hide from combat if the legendary ninja has nothing to gain from it, regardless of how easily the legendary ninja could win.


Str 8, Dex 16, Con 12, Int 13, Wis 10, Cha 16
Base Atk +5; CMB +4 (+8 for dirty trick); CMD 17
Feats Dirty FightingB, Expert Sniper, Extra Ninja Trick, Greater Dirty TrickB, Jutsu Focus, Point-Blank Shot, Rapid Shot, Signature Skill (Stealth)B
Skills Acrobatics +11, Bluff +11, Climb +6, Craft (trapmaking) +6, Diplomacy +9, Disable Device +13, Disguise +10, Escape Artist +9, Intimidate +8, Knowledge (arcana) +6, Knowledge (engineering) +8, Knowledge (local) +7, Knowledge (nobility) +8, Linguistics +5, Perception +8, Sense Motive +7, Sleight of Hand +11, Spellcraft +8, Stealth +17, Swim +5, Use Magic Device +9
Languages Common, Aklo, Elven
SQ Cloth-wrapped sandals, uncanny dodge
Gear 5 masterwork kunai, masterwork wakizashi, 10 masterwork shuriken, masterwork studded leather armor, cloak of elvenkind, nightdrops, oil of magic weapon, potion of cure light wounds (2), potion of invisibility, masterwork thieves’ tools, ninja kit, smoke pellet (pepper)PPC:DH, smokestick, 100 ft. of twine, 5 bells, 75 gp.

Section 15: Copyright Notice

Legendary Ninjas © 2020, Legendary Games; Authors N. Jolly, Mia Yoshida, Connor Bates, Cerise Herndon, and Nate Wright.

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