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Musō Gonnosuke

Challenge
Tags
str
16
dex
16
con
12
int
12
wis
11
cha
10

AC 17 (breastplate, martial arts stance)
HP 71 (11d10+11)
Speed 30 ft.


Proficiency +3; Maneuver DC 14
Saving Throws Str +6, Con +4, Wis +3
Skills Animal Handling +3, Athletics +6, History +4, Insight +3, Intimidation +3
Senses passive Perception 10
Languages Japanese, Korean


Action Surge (1/ short rest ). Once on his turn, Musō can take an additional action on top of his regular action and a possible bonus action.

Indomitable (1/ long rest ). Musō can reroll a saving throw that he fails but must use the new roll.


SPECIAL TRAITS

Maneuver Master (4d6 maneuver dice/ short rest ). Musō can expend a maneuver dice to perform a single maneuver with an attack.
Counter. Musō can use his reaction to make a melee attack against a creature that misses him with a melee attack, dealing 1d6 additional damage on a hit.
Disarm. A creature Musō has hit with an attack takes 1d6 additional damage and makes a DC 15 Strength saving throw or drops one held item of his choice.
Lunge. Musō increases his reach by 5 feet for one attack, dealing 1d6 additional damage on a hit.
Trip. Musō deals 1d6 additional damage and if the target is a creatures of Large size or smaller, it makes a DC 18 Strength saving throw or is knocked prone .

Stance of the Outstretched Branch. While Musō is wielding a quarterstaff with one hand, it gains the Reach property. While he wields a quarterstaff with two hands, it gains the Finesse property. Finally, it has the Thrown property (range 10/30 ft.), and on a successful hit Musō can use his reaction to catch it out of the air as it bounces back to him.


ACTIONS

Extra Attack. Musō attacks three times when he takes the Attack action.

Quarterstaff (one-handed). Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 10/30 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

Quarterstaff (two-handed). Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 7 (1d8+3) bludgeoning damage.


BONUS ACTIONS

Second Wind (1/ short rest ). On his turn, Musō can use a bonus action to regain 1d10+11 hit points.

Warrior Spirit (3/ long rest ). Musō can use a bonus action to gain 10 temporary hit points and advantage on weapon attack rolls until the end of his turn.

Description

We're back in Japan to take a lookt at another one of history’s greatest samurai, perhaps the most famous foe of Miyamoto Musashi , and a fellow whose martial arts style is still practiced today: the staff fighter Musō Gonnosuke!

Hailing from a proper samurai family with a long military history, Musō was never ronin—unlike Miyamoto, he chose to undertake a musha shugyō, trav eling across the countryside to try his skills against other martial artists and learn from different schools. He was apparently pretty good too and was undefeated until he ran afoul of Miyamoto Musashi. The details of their first duel remain murky but it’s a certainty that he lost the fight.

Afterwards Gonnosuke retreated to a Shinto monastery to do thirty seven days of training and purification rituals, and this is where he got divine inspiration to create the Shintō Musōryū style designed to make use of a short staff specifically when fighting someone wielding one or more swords. Legend says that he noticed that his bō (six-foot staff ) had sword cuts only near each end, and thus removed a foot from each end of the staff, creating the jō ,a medium four-foot staff.

The second duel with Musashi is a point of contention—Gonnosuke’s followers claim that he won, everybody else says that he lost—and there’s no record outside of his school so there’s uncertainty about whether it took place at all. Either way he’s said to have becomes friends with Musashi, traveling across Japan with him until he settled down in Fukuoaka to train folks for the Kuroda clan.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.