Elf, Drow ninja 4 (Lloth's Sting) (CR 5)

Medium Humanoid
Alignment: Neutral evil
Initiative: +3(Dex); Senses: darkvision 120 ft., Listen +11, and Spot +11
Languages: Common, Drow Sign Language, Elven, Undercommon


AC: 16 (+3 Dex, +3 armor and/or shield), touch 13, flat-footed 13
Hit Dice: 4d8+7 (25 hp)
Fort +3, Ref +7, Will +5 (with ki pool) (+5~+7 against spells and spell-like abilities)
Speed: 35 ft.
Space:
Base Attack +3; Grapple +4
Attack: mwk rapier +7 melee (1d6+1/18-30 plus poison), dagger +6 ranged (1d4+1/19-20 plus poison)
Special Attacks/Actions:
Attack Options: poison (drow poison, DC 13, unconscious 1 minute/unconscious 2d4 hours), sudden strike +2d6
Abilities: Str 12, Dex 17, Con 14, Int 12, Wis 14, Cha 10
Special Qualities: able to notice secret or concealed doors, ghost step, great leap, ki power 4/day, poison use, trapfinding
Feats: Dash, Weapon Finesse,
Skills: Blueff +7, Diplomacy +4, Disguise +0 (+2 acting), Hide +10, Intimidate +2, Jump +7, Listen +11, Move Silently +10, Search +3, Sense Motive +9, Spot +11, and Trumble +10
Advancement: By character class
Climate/Terrain: any land and underground
Organization: Solitary or group
Treasure/Possessions: Combat Gear: 3 doses drow poison, 2 bags caltrops, 2 smokesticks, elixir of hiding, elixir of sneaking, potion of cure moderate wounds

Source: Monster Manual IV

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. In addition, they take a -1 circumstance penalty on attack rolls, saves, and checks while operating in bright light.

Sudden Strike (Ex): As sneak attack, but no extra damage when flanking.

Great Leap (Su): Always makes Jump checks as if running with the Run feat.

Ki Power (Su): Expend one daily use to activate ki-based abilities (ghost step or ki dodge); +2 bonus on Will saves as long as at least one daily use remains.

Ghost Step (Su): Swift action, one daily ki power use, invisibility for 1 round.

See Ninja Alternate class.