Pseudoninja (3.5e Monster)
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|Hit Dice:||6d8+18 (45 hp)|
|Speed:||50 ft, burrow 15 ft, climb 30 ft, swim 30 ft|
|Armor Class:||20 (+6 dex, +1 monk, +3 wisdom), touch 20, flat-footed 14|
|Attack:||Shadow Katana +12 melee (1d6+6, 18-20/x2) or Unarmed Strike +12 melee (1d8+6, 20/x2) or Shuriken +12 ranged (1d2+6, 20/x2)|
|Full Attack:||Shadow Katana +12/+7 melee (1d6+6, 18-20/x2) and Unarmed Strike +12/+7 melee (1d8+6, 20/x2) and Shuriken +12/+7 ranged (1d2+6, 20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Qualities:||Conservation of Ninjutsu, Darkvision 60 ft, Fire Aversion, Hide in Plain Sight, Improved Evasion, Monk Training, Ninja Physics, Qinggong|
|Saves:||Fort +8, Ref +11, Will +8|
|Abilities:||Str 10, Dex 22, Con 16, Int 19, Wis 17, Cha 11|
|Skills:||Balance +15, Climb +14, Hide +15/25 in darkness, Listen +12, Move Silently +15, Spot +12, Swim +14, Tumble +15|
|Feats:||DarkstalkerBToM, StealthyB, Improved Weapon FinesseB, Dodge, Mobility, Spring Attack|
|Environment:||Plane of Shadow, Urban|
|Organization:||Solitary, Pair, Ranger (3-6), or Legion (7+)|
|Alignment:||Often Lawful Evil|
|Advancement:||7-12 HD (Medium)|
NINJAS ARE EVERYWHERE! Better set yourself on fire.
In the shadows, in the night. Ninjas coming out tonight. Killing things and flipping out. Don't go outside when the ninjas are out.
Ninjas have a rich mythos surrounding them, most of it untrue. While there are those who exist as living example of amazing ninja powers, most ninjas are not the stereotypical man-in-black. But no one told the pseudoninja this, for technically the pseudoninja is not a ninja at all. It is instead a strange aberration which seemingly has been given life by the belief in ninjas. It thus gains all the tropes of the ninja and at strange times when the stars are right and the shadows deep, they emerge from places bordering the plane of shadow to plot and terrorize against the mortal world.
Every one of them appears the stereotypical ninja, though the clothing appears to be their actual skin. Formed on the barrier between the material and the Shadow, they seem to spawn spontaneously fully formed and armed with shadowy weapons. No one knows what the pseudoninjas want, as they seem to choose random targets to harass or assassinate, only to leave them be at another time. They want not for treasure, food, nor drink, and seem to relish only the stalking hunt and the swift kill.
Pseudoninjas do not speak, but clearly seem to have some form of telepathy between themselves, possibly out to unlimited range. They stand at about 5 ft 6 inches, and due to Quingong range in weight from a normal human to a feather. They seem to understand Undercommon, but never make attempts to communicate with non-ninjas.
Pseudoninjas are ambushers, but if there is more than one pseudoninja in the area they can work together. Because they tend to be born in large bunches there is often an entire clan of pseudoninjas at the ready. Sometimes they attack all at once in a very non-stealthy but undoubtly stereotypical way, but due to the conservation of ninjutsu this backfires on them. Sometimes.
The pseudoninja seems to have no fear of death, and no pseudoninja body has ever been recovered. On death they explode into a burst of black smoke, taking their items and corpses with it. Its thought that the true form of the pseudoninja is the invulnerable black haze and that they have never, or perhaps can never, die for real.
Conservation of Ninjutsu: The pseudoninja is strangely strongest when alone. If the pseudoninja enters combat with more than one pseudoninja in the same encounter, all pseudoninjas take a -1 penalty on attack rolls, saving throws, AC, and a -5 penalty on their maximum hp (to a minimum of 1), to a maximum of -10 penalty and -50 hp (or 1 hp). However as more and more pseudoninjas die, their essence is absorbed by the others.
If there is a single pseudoninja remaining in combat, it gains bonuses for the number of ninjas you killed, gaining a +1 bonus on attack rolls, saving throws, AC, and +10 temporary hp per ninja to a maximum of +10 bonus and +100 hp. Clearly this is the most uber-badass ninja of them all. For every two points of bonus and penalty, decrease or increase the CR by +1.
Fire Aversion: Ninja's can't touch you if you're on fire. Perhaps due to their shadowy nature, or perhaps because you're goddamn crazy, you gain a +5 circumstance bonus on AC against ninjas while on fire.
Monk Training: The pseudoninja possesses many traits of a monk of its level. It has the monk's AC bonus, speed bonus, unarmed strike damage, skill points, saving throws, and proficiencies.
Ninja Physics (Ex): Ninjas are treated as always having a running start for the purpose of jump checks, and can stick to any surface no matter how slippery without needing to hold on. It probably explains how they can burrow without claws as well, as they simply phase through soft ground and sand.
Qinggong (Su): The pseudoninja is an expert of falling with the grace of a cat. It is immune to falling damage and can seemingly employ a supernatural ability to control it's weight, allowing it to walk upon surfaces that cannot support it such as the surface of water of a single thread. However, when moving like this is cannot move faster than it's move speed or it will fall through.
Skills: The pseudoninja has a +8 racial bonus on Climb and Swim checks, and can use it's Dexterity on both. It may also take 10 on both checks, even in a stressful situation. Finally, the pseudoninja gains a +10 circumstance bonus on Hide checks in places of darkness or black backgrounds.