Majima Goro

Medium humanoid, chaotic neutral


  • Armor Class 17 (unarmoured defense)
  • Hit Points 110 (13d8 + 52)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 18 (+4) 8 (–1) 14 (+2) 12 (+1)

  • Saving Throws Dex +7, Con +8
  • Skills Acrobatics +7, Perception +6, Performance +5, Insight +6
  • Damage Resistances nonmagical attacks
  • Condition Immunities frightened
  • Senses passive Perception 16
  • Languages Common, Abyssal, Deep speech, Celestial, Japanese
  • Challenge 10 (5900 XP)

Legendary Resistance (1/Day). If Goro fails a saving throw, he can choose to succeed instead.

Assassinate. During his first turn, Goro has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Goro scores against a surprised creature is a critical hit.

Evasion. If Goro is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Goro instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Sneak Attack (1/Turn). Once per turn, Goro deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Goro that isn’t incapacitated and Goro doesn’t have disadvantage on the attack roll.

Reckless. At the start of his turn, Goro can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn.

Frightful Presence. Each creature of Goro's choice that is within Goro's sight must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Goro's Frightful Presence for the next 24 hours.

Actions

Multiattack. Goro makes two attacks with his tantō.

Tantō. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Dexterity saving throw to avoid his Bat swing, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

Reactions

Parry. Goro adds 3 to his AC against one melee attack that would hit him. To do so, Goro must see the attacker and be wielding a melee weapon.

Legendary Actions

Goro can take 1 legendary action. Only one legendary action option can be used at a time and only at the end of another creature's turn. Goro regains spent legendary actions at the start of his turn.

Slash or Bash. Roll a 1d2. On a 1, Goro does a tantō attack without the bat swing. On a 2, Goro only swings his bat.