Shinobi Genin
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Medium humanoid (any race), any


Armor Class 14 (armored shozoku)
Hit Points 9 (2d8)
Speed 40 ft.


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

Skills Acrobatics +4, Athletics +5*, Perception +3, Stealth +6
Senses passive Perception 13
Languages Japanese
Challenge 1/4 (50 XP)
* Shinobi utilize climbing claws and kama to gain advantage on Strength (Athletics) checks made to climb.


Shadow Stealth. While in dim light or darkness, the shinobi can take the Hide action as a bonus action.

Actions


When armed, gangsters usually carry two weapons: a melee weapon and a ranged weapon. Select from the following:

Unarmed strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Ninjaken. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Kama. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Kunai. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Surekin. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 3 (1d2 + 2) piercing damage.

Weighted chain. Melee or ranged Weapon Attack: +4 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 4 (1d3 + 2) bludgeoning damage. Instead of dealing damage, the shinobi can attempt to use this weapon to Trip DC 12 with a successful attack.

Smoke bomb. As an action, the shinobi can release a smoke bomb. The smoke fills a sphere with a 10-foot radius. The sphere spreads around corners, and its area is heavily obscured. It lasts for 2 rounds or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.


Genin ("lower person") are the lowest tier of the ranks of any ninja clan. They are field agents drawn from the lower class and assigned to carry out missions.

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