Medium humanoid (Human), chaotic neutral
Armor Class 16 (natural armor)
Hit Points 140 (15d10 + 40)
Speed 45 ft.
Saving Throws Str +8, Dex +10, cha +8
Skills Perception +6, Acrobatics +10, Sleight of Hand +10, Athletics +8.
Damage Vulnerabilities None.
Damage Resistances Bludgeoning, Piercing.
Damage Immunities None
Condition Immunities charmed, frightened
Senses passive Perception 16
Challenge 12 (8,400 XP)
"My little special Kiryu-chan" Goro chooses a PC as their "Kiryu-chan" to fight them when he encounters them.
Keen Eye. Goro has advantage on Wisdom (Perception) checks that rely on looking with his right eye.
Menacing Aura. Any creature that isn't Goro's "Kiryu-chan" that starts its turn within 20 feet of Goro must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Goro's Menacing Aura for the next 24 hours.
"I ain't here to kill ya, I am just here to train ya!" If Goro's "Kiryu-chan" defeats Goro they get advantage on everything for the next 2d8 hours. If Goro beats his "Kiryu-chan" their speed is halved and gets disadvantage on everything for the next 2d8 hours. and Goro will leave his "Kiryu-chan" alone until the effects of the disadvantage ends. Goro also comes back stronger than before = every time the PC has leveled up. Goro's damage and attack rolls increase by 1, his maximum stack is 5. If any creature is close to death, Goro will start doing non-lethal damage.
"This battle is just for the two of us!" Any creature that interrupts Goro's battle with his foe gets disadvantage on their attack rolls against him for the rest of the battle. Unless it's his "Kiryu-chan"
Master Disguiser Goro has multiple outfits ideas to trick his "Kiryu-chan" depending on the setting it can be something like an Officer, A trap, A zombie, A bartender, A taxi driver, A Hannya mask man dressed in a tuxedo, And everyone's favorite idol. it can be anything else too depending on the DM interpretation on it being anything else to make it fit the theme, but having only his facial and body structure stay the same and his eyepatch.
Multiattack. Goro makes three attacks: two with his dagger slashing and one uppercut. or once with the DemonFire throwing. or three times with his Demon's own fist.
Demonfire Dagger Slash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) Slashing damage. If a creature is hit twice with the dagger the creature must make a DC 16 Constitution saving throw. On a fail the creature is paralyzed for 2 turns. On a success, the creature doesn't get paralyzed.
Demonic Uppercut. Melee Weapon Attack: 8+ to hit, reach 5 ft, one target. Hit: 12 (3d4+5) bludgeoning damage. If a creature was hit the dagger once and then an uppercut or twice with his Demon's own fists and then a Demonic Uppercut. the creature must make a DC 18 Dexterity saving throw on a fail the creature is knocked prone. on a success, the creature takes half damage and doesn't get knocked prone.
Demonfire Throwing. Ranged Weapon Attack: 9+ to hit, reach 25 ft, one target. Hit: 24 (4d8+6) piercing damage. If a creature was hit with the thrown dagger, the creature must make a DC 16 Constitution saving throw. on a fail the creature is paralyzed until someone gets the knife out of them or must roll a 20 DC Strength check to remove it from their torso, Goro also loses his dagger and starts using his Demon's own fists or Demonic Uppercut. On a success. the creature takes the damage but won't get paralyzed, Goro also loses his dagger and starts using his Demon's own fists or Demonic Uppercut.
Demon's own fists. Melee Weapon Attack: 7+ to hit, reach 5 ft, one target. Hit: 9 (2d4+4) bludgeoning damage. If a creature is hit three times with his fists, the creature must make a DC 16 Constitution saving throw. on a fail. the creature is stunned until its next turn. on a success. the creature doesn't receive the stun effect and takes the damage normally.
"Rather lose an eye than bow to you, bitch!" If Goro is knocked prone, they can, as a reaction, use Demonic Uppercut by kicking someone who is 5 feet close to him and push them up to 10 feet away from him while also making him get back up to fight.
"Gotcha, fool!" If Goro is stunned or restrained and a creature attacks him, he can catch the weapon with his teeth and disarm the creature by rolling a Sleight of Hand check, and the creature has to contest against it. or lose their weapon.
The Goro Majima can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Goro Majima regains spent legendary actions at the start of its turn.
Mad Dog. When Goro uses this action his turn is skipped and he is now filled with madness and his body is now glowing darkened purple. for 2d4 turns, he has a 2+ to his attacks and damage rolls and AC. And he gets advantage on all creatures within 15 feet of him during his first attack on each of them.
Mad Dog's Chokehold Melee Weapon Attack: 8+ to hit, reach 5 ft, one target. Hit: 31 (5d10+4) bludgeoning damage. If a creature is stunned Goro goes behind them and puts them in a chokehold. the creature must make a 21 DC Constitution saving throw. on a fail. the creature suffers the damage and becomes unconscious until the end of their next turn, this attack does not provoke an opportunity attack.
"You're so pathetic." If there are 3 or fewer creatures around Goro within 15 ft and are at 25% of their maximum Hit Points and isn't his "Kiryu-chan". they must succeed a DC 20 Dexterity saving throw. on a fail. He can take them out non-lethally with his dagger while also making the creature that failed unconscious. on a success. they get a free attack on him with advantage.
Mad Dog's twirl. Melee Weapon Attack: 10+ to hit, reach 10 ft, All near targets. Hit: 31 (4d12+5) Slashing damage. Goro spins around with his dagger out in his right hand like a ballerina, Any creatures that was hit with this attack is put under the bleed effect, they suffer 2d4 Necrotic damage for 2d4 turns on their turn, any creature that was 5 feet closer becomes paralyzed and prone until their next turn while also becoming poisoned for the rest of the battle, the effects of the poisoned condition can get removed by making a 18 Constitution saving throw.