Goro Majima, Young (5e Creature)

From D&D Wiki

Jump to: navigation, search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule, and as such it does not follow traditional CR.
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Ryu Ga Gotoku (Yakuza) franchise, and/or include content directly affiliated with and/or owned by SEGA. D&D Wiki neither claims nor implies any rights to Ryu Ga Gotoku (Yakuza) copyrights, trademarks, or logos, nor any owned by SEGA. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Goro Majima, Young[edit]

Medium humanoid (human), chaotic good


Armor Class 14 (natural armor)
Hit Points 86 (10d10 + 22)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 15 (+2) 14 (+2) 13 (+1) 17 (+3)

Saving Throws Str +7, Dex +8, cha +7.
Skills Perception +5, Acrobatics +8, Sleight of Hand +8, Athletics +7, Deception +7, Persuasion +7.
Damage Vulnerabilities None
Damage Resistances None
Damage Immunities None
Condition Immunities charmed, frightened
Senses passive Perception 15
Languages Common, Infernal, Abyssal.
Challenge 11 (7,200 XP)


Keen Eye. Majima has advantage on Wisdom (Perception) checks that rely on looking with his right eye.


"You're so pathetic." Majima will start doing non-lethal damage when a creature is close to 0 hit points.


Quickstepping Hanya. Majima can use his bonus action to take the dash, disengage, or hide action.


Fiend's Rhythm. Majima deals an extra 2d8 damage when attacking with advantage once per turn.


Hanya's Fortitude. Majima may enter a stance that lasts for as long as he wants that increases his AC by 5 while making him not able to attack or do anything until he ends this stance for a bonus action. if an attack lands against him, his stance disappears.


Mad Dog's Soft Spot. When Majima witnesses a friendly creature getting attacked, Majima will interfere in the fight, siding with the friendly creature.


Mad Dog's Styles. When Majima's hit points fall below 75%, his fighting stance changes to Mad Dog's Slugger, when Majima's hit points fall below half, his fighting stance changes to Mad Dog's Breaker, When Majima's hit points fall below 25%, his fighting stance changes to Mad Dog's Legend.


Mad Dog's Thug. Majima's first stance when he is above 75% of his hit points, Majima can use all of his features that don't require him to fall below 75% of his maximum hit points.


Mad Dog's Slugger. When Majima enters this fighting stance he gains the following; Majima gains the ability to use Demonic Slugger's Club. and Secret of Swing. his damage die for his fists increase to 3d4. he becomes resistant to Slashing and Piercing when entering Hanya's Fortitude. Majima gains advantage with Strength saving throws, Majima also gains disadvantage with Dexterity saving throws. Majima can use Mad Dog's Counterattack with his club.


Mad Dog's Breaker. When Majima enters this fighting stance he gains the following; his movement increases to 45 feet, he cannot grapple but he still has advantage against grappling, and gains the ability to use Breaker Counter., and Fiend's Windmill. Majima gains advantage with Dexterity saving throws, Majima also gains disadvantage with Strength saving throws.


Mad Dog's Legend. When Majima enters this fighting stance he gains the following; Majima gains the ability to use Mad Dog's Heat, Majima can use Fiend's Windmill., his movement increases to 45 feet, Majima can use Mad Dog's Counterattack with his dagger, Majima gains advantage with Dexterity saving throws.

ACTIONS

Multiattack. Majima can make three attacks.


Demon's own fists. Melee Weapon Attack: 7+ to hit, reach 5 ft, one target. Hit: 6 (2d4+4) bludgeoning damage.


Rolling Yokai. Melee Weapon Attack: 7+ to hit, reach 10 ft, one target. Hit: 11 (3d4+4) bludgeoning damage. Majima can attempt a cartwheel attack against a creature, the creature has to roll a 15 DC Constitution saving throw. if the creature fails, the creature becomes proned, if the creature succeeds, the creature takes half of the damage and isn't prone.


Demonic Uppercut. Melee Weapon Attack: 7+ to hit, reach 5 ft, one target. Hit: 16 (3d6+4) 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.


Demonic Slugger's Club. Melee Weapon Attack: 7+ to hit, reach 5 ft, one target. Hit: 10 (2d6+4) bludgeoning damage. During his Mad Dog's Slugger stance. Majima can make a shimmering club of Heat. This weapon is a simple melee weapon with the versatile property.


Fiend's Windmill. Melee Weapon Attack: 7+ to hit, reach 10 ft, one target. Hit: 7 (1d6+4) bludgeoning damage. During his Mad Dog's Breaker stance. Majima can attempt to break rolls his torso continuously in a circular path on the floor, across the upper chest/shoulders/back, while twirling his legs in a V-shape through the air. any creature that enters Majima's range takes the damage, if the creature doesn't move out the way, the creature takes more damage per turn of all creatures in combat. As a reaction during this, Majima moves 1/2 its movement speed in the direction of the nearest creature regardless of his remaining movement speed.


Full Swing. Melee Weapon Attack: 7+ to hit, reach 10 ft, one target. Hit: 17 (4d6+4) bludgeoning damage. During his Mad Dog's Slugger stance. Majima can charge an attack with his club, when a creature is struck by this attack, the creature gets pushed back 10 feet away, the creature must attempt a DC 16 Constitution saving throw or become prone.


DemonFire Dagger. Melee Weapon Attack: 7+ to hit, reach 5 ft, one target. Hit: 10 (2d6+4) bludgeoning damage. During his Mad Dog's Legend stance. Majima can manifest a Heat dagger from his free hand. the blade itself is shiny and metallic. It is shown with a black lacquer hilt with pink sakura leaves on it. There is a small, brass-colored blade collar, as well as a brown/metallic yellow guard. This weapon is a simple melee weapon with the Finesse, Light, Range(20/60 when thrown), Thrown properties. Majima may also use this weapon with features that use his Demon's own fists.


Mad Dog's twirl. Melee Weapon Attack: 10+ to hit, reach 10 ft, All near targets. Hit: 24 (4d10+4) Slashing damage. Majima spins around with his dagger out in his right hand like a ballerina, Any creatures that were 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 prone, and they are poisoned for the rest of the battle, the effects of the poisoned condition is removed at the end of the combat encounter. Majima becomes stunned for 1 turn.

REACTIONS

Mad Dog's Counterattack. When Majima is hit with a melee weapon attack, as a reaction, Majima can attempt a Demon's own fists attack on the creature poking their eyes. If the counterattack lands, the creature has to roll a DC 14 Constitution saving throw, if the creature fails the saving throw, the creature is blinded until the end of the creature's turn.


Secret of Swing. During Mad Dog's Slugger. If Majima is the target of a successful non-magical projectile attack, as a reaction, Majima makes a Dexterity Saving throw equal to the creature's successful attack roll. On a successful save, Majima may pick a target within a 50 ft. cone in front of him(this cone may be in any direction, so long as the attacking creature is within the cone as well); the target creature or object instead takes the damage for the attack, and the attack does extra damage equal to Majima's Dexterity modifier.


Breaker Counter. During Mad Dog's Breaker. When Majima is hit with a melee weapon attack during his Mad Dog's Breaker style while in Hanya's Fortitude, as a reaction, Majima may strike back the creature dealing 2d4+4 bludgeoning damage, the creature gets pushed back 5 feet away.


"Gotcha, fool!" During Mad Dog's Legend. If Majima 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.

LEGENDARY ACTIONS

The Goro Majima, Young can take 1 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, Young regains spent legendary actions at the start of its turn.

Mad Dog's Heat. During Majima's Mad Dog's Legend style, when Majima uses this legendary action, he is filled with Heat, and his body is now glowing white. 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.

2d_yk_jc_majima.png
he wears a black tuxedo over a white wingtip collar tuxedo dress shirt, with or without his black bow tie and black satin cummerbund He wears his usual shoes. He is shown wearing a yellow baroque patterned button-up shirt, light gray slacks, a gold chain necklace, and a black leather belt with a gold buckle

Majima has a lean build, which he utilizes to achieve incredible levels of speed and agility. He appears to have more muscular legs than arms, which is likely due to his reliance on kicking and acrobatics. Because of this, his rivals usually refer to him as "slim". He is missing his left eye, which was gouged out. His eyelid appears to still be intact, presumably due to Majima keeping his eye open when it was stabbed. he wears his hair long enough to be pulled into a low ponytail. he is clean-shaven with a slight mustache growing.


Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: