Goro Majima (5e Creature)

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Goro Majima[edit]

Medium humanoid (human), chaotic neutral

Armor Class 16 (natural armor)
Hit Points 120 (12d12 + 40)
Speed 45 ft.

16 (+3) 20 (+5) 15 (+2) 15 (+2) 13 (+1) 18 (+4)

Saving Throws Str +8, Dex +10, cha +9
Skills Perception +6, Acrobatics +10, Sleight of Hand +10, Athletics +8, Stealth +10.
Damage Vulnerabilities None.
Damage Resistances Bludgeoning.
Damage Immunities None
Condition Immunities charmed, frightened.
Senses passive Perception 16
Languages Common, Abyssal.
Challenge 13 (10,000 XP)

Keen Eye. Majima has advantage on Wisdom (Perception) checks that rely on looking with his right eye. as a bonus action, Majima can gain a blindsight range of 30 feet for 1 turn.

Menacing Aura. Any creature that starts its first turn within 20 feet of Majima must make a DC 16 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 Majima's Menacing Aura for the next 24 hours.

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

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.

"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. When Majima is targeted by an area effect that lets him make a Dexterity or Constitution saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.


Multiattack. Majima 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: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8+5) Slashing damage. If a creature is hit twice with the dagger in the same turn, the creature must make a DC 12 Constitution saving throw. On a fail the creature is paralyzed for 1 turn. On a success, the creature doesn't get paralyzed.

Demonic Uppercut. Melee Weapon Attack: 9+ to hit, reach 5 ft, one target. Hit: 10 (3d4+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.

Demonfire Throwing. Ranged Weapon Attack: 10+ to hit, range 25/50 ft, one target. Hit: 17 (4d8+5) 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 saving throw to remove it from their torso, each time the creature the save the DC lowers by 2 to a minimum of 16. On a success. the creature doesn't take the damage but won't get paralyzed. Majima loses his dagger and starts using his actions that don't require his dagger.

Demon's own fists. Melee Weapon Attack: 9+ to hit, reach 5 ft, one target. Hit: 8 (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.

Mad Dog's Chokehold Melee Weapon Attack: 9+ to hit, reach 5 ft, one target. Hit: 29 (5d10+4) bludgeoning damage. As a full turn action, If a creature is stunned, Majima goes behind them and puts them in a chokehold provoking one attack of opportunity on him with disadvantage, if Majima gets hit when provoking this, Majima's turn gets skipped. the creature must make a 16 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.

Mad Dog's twirl. Melee Weapon Attack: 10+ to hit, reach 10 ft, All near targets. Hit: 29 (4d12+5) Slashing damage. As a full turn action, Majima spins around with his dagger out in his right hand like a ballerina, Majima can move up to 15 feet during this attack attacking all creatures that enter his range, Any creatures that were hit with this attack is put under the bleed effect, they suffer 2d4 Necrotic damage for 2d4 turns at the end of their turns, any creature that was 5 feet closer becomes prone, and paralyzed 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 at the end of their turn. Majima becomes stunned for 1 turn and gains third level of exhaustion for 2 turns.

Fiend's Windmill. Melee Weapon Attack: 9+ to hit, reach 10 ft, one target. Hit: 10 (3d4+4) bludgeoning damage. 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 his movement speed in the direction of the nearest creature regardless of his remaining movement speed.


"Rather lose an eye than bow to you, bitch!" If Majima is knocked prone, and attacked, he can, as a reaction, use Demonic Uppercut by kicking a creature 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 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.

DemonFire Counter. When Majima is hit with a melee weapon attack, as a reaction, Majima may strike back with a DemonFire Dagger Slash.


The Goro Majima can take 2 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 Majima 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.

"You're so pathetic." (Costs 2 Actions) If there are 3 or fewer creatures around Majima 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 making the creature that failed unconscious. on a success. they get a free attack on him with advantage.

A picture of Majima taken from Yakuza: The Song of Life (6) featuring his iconic outfit. More info on him here.

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. He is missing his left eye, which was gouged out for an unknown reason. His eyelid appears to still be intact, possibly due to Majima keeping his eye open when it was stabbed. his eyepatch is blank for most of the time. sometimes his eyepatch is adorned with a silver snake emblem. His hair is cut just above his ears, with the rest of his head shaven.

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