Devil Fruits
Devil Fruits are strange, magical fruits that, when consumed, give the user some incredible and unique power at the cost of becoming an hammer when submerged in water. Although Devil Fruits can be incredibly powerful, they are also incredibly rare. Once eaten, the results are irreversible. The user gains all traits of the Devil Fruit and immediately identify it. Additionally, anyone who eats a fruit cannot swim and will drown in waist high water after a number of rounds equal to its Constitution modifier. When drowning, a creature suffers 10 points of damage each round.
Random Devil Fruit
Roll a d20 to determine the type of Devil Fruit.
d20 | Devil Fruit Type |
---|---|
1-10 | Paramecia |
11-18 | Zoan |
19-20 | Logia |
Paramecia Devil Fruits
Paramecia fruits are the most common type of Devil Fruit in the world. They cause some physical change to a user's body. Paramecia users gain a special new power that they can use in any way they find suitable, within reason.
Roll a d20 and refer to the following table to determine a random Paramecia fruit.
d20 | Paramecia Devil Fruit |
---|---|
1 | Chop-Chop Fruit |
2 | Gum-Gum Fruit |
3 | Smooth-Smooth Fruit |
4 | Kilo-Kilo Fruit |
5 | Bomb-Bomb Fruit |
6 | Flower-Flower Fruit |
7 | Clone-Clone Fruit |
8 | Dice-Dice Fruit |
9 | Bubble-Bubble Fruit |
10 | Wheel-Wheel Fruit |
11 | Revive-Revive Fruit |
12 | Love-Love Fruit |
13 | Float-Float Fruit |
14 | Venom-Venom Fruit |
15 | Glare-Glare Fruit |
16 | Tremor-Tremor Fruit |
17 | Heal-Heal Fruit |
18 | Barrier-Barrier Fruit |
19 | Arms-Arms Fruit |
20 | Puff-Puff Fruit |
Chop-Chop Fruit
You gain the ability to split your body into pieces!
Passive: You gain immunity to slashing damage.
Active. You may separate your limbs and move them independently of your main body. The body parts have a flying speed equal to your normal movement speed. At least a part of your body needs to remain in contact with the ground. All the other parts can move in a 30m radius around that point on the ground.
Gum-Gum Fruit
Your Body is made of rubber!
Passive. You gain the following benefits.
- Resistance to bludgeoning, piercing and thunder damage.
- Immunity to lightning damage.
- 9m reach for melee weapon attacks.
- Your unarmed strikes deal double damage.
Active. You gain the following combat options.
- Second Gear: (Action) By pumping blood in your veins at high pressure, you gain the effects of the Haste spell and the Jet Pistol, a ranged unarmed strike that deals (4d8+Str) thunder damage with a 9/30m range.
After 1 minute the effects end, and you suffer 1 point of exhaustion. - Third Gear: (Action) You inflate yourself to unleash a giant attack with a 30m reach. Your unarmed damage is increased by 2 sizes. After the inflation you are subjected to the Reduce spell for 1 minute, but your damage is decreased by 1 size and you can't use gum-gum powers.
- Gum-Gum Gatling: (Action, Recharge 4-6) You stretch your arms to unleash a series of attacks in a 9m long and 3m wide line. Each creature in that line must make a Dexterity saving throw, taking 6 times your normal unarmored strikes damage on a failed save, or half as much damage on a successful one.
- Gum-Gum Rifle: (Action) You make a powerful melee attack that deals double the normal damage, with an extended reach of 30m.
- Gum-Gum Shield: (Reaction) You can absorb incoming attacks and deflect them back. You negate up to your (Constitution modifier)x10 points of damage. If the damage is reduced to zero the attack is deflected in a random direction, to be determined with a d8 roll. If the attack is deflected toward a creature, use the previous attack roll against its AC.
Gum-Gum Save DC
Smooth-Smooth Fruit
Your skin is super slippery!
Passive. You gain the following benefits.
- Double walking speed when skating with your bare feet.
- Your AC is 16 + your Dexterity modifier when you are not wearing any armor.
Kilo-Kilo Fruit
You can increase and decrease your weight at will!
Passive. You gain the following benefits.
- Advantage on saving throws against being moved.
- Immunity to falling damage.
Active. You gain the following combat options.
- Human Boulder: When falling, you can increase your weight to deal 1d8/3m (max 10d8) bludgeoning damage on each creature in a 3m radius around the landing point. A creature can make a Dexterity saving throw to halve the damage.
- Crush: You can crush Restrained creatures with your weight, dealing (5d8+Con) bludgeoning damage each round.
Kilo-Kilo Save DC
Bomb-Bomb Fruit
You have become a bomb man!
Passive. You gain the following benefits.
- Immunity to fire and thunder damage caused by explosions.
- Your unarmed strikes deal an additional (2d10+Con) explosive damage (half fire and half thunder) to each creature in a 3m radius around the target.
Active. You gain the following combat options.
- Explosive Snot: (Action) You can make a ranged weapon attack, range 9/30m, that deals (5d6+Con) explosive damage. Each creature within 4,5m of the target must succeed on a Dexterity saving throw or suffer half as much damage.
- Full Body Explosion: (Action, Recharge 6) You unleash a powerful explosion in a 12m radius around you. Each creature in that area must make a Dexterity saving throw. A Creature suffers (10d6+Con) explosive damage on a failed save, or half as much damage on a successful one.
Bomb-Bomb Save DC
Flower-Flower Fruit
You can sprout body parts (limbs) on any surface!
Passive. You gain the following benefits.
- Advantage on Strength (Athletics) checks.
- 30m reach for Athletics checks and unarmed strikes.
Active. You gain the following combat options.
- Gigantesco Mano: (Action Recharge 6) You create a giant limb out of many small ones to crush a target within reach. This unarmed attack deals (4d8+Str).
- Mil Fleur: (Action, Recharge 6) You can make one unarmed strike, or Strength (Athletics) check, against each hostile creature within reach.
- Wing Fleur: (Action, Recharge 5-6) You create wings out of your limbs, gaining 9m flying speed for 1 round.
- Various Fleur: You can creatively use your powers in many different ways. For example you can create nets, ropes, difficult terrains and shields with your limbs, but keep in mind that, when shielding using your limbs as a reaction, you all suffer the same amount of damage.
Clone-Clone Fruit
You can assume the appearance of other people!
Active. (Action) You can change your look to match anyone you have touched with your right hand in the past. You can change into any humanoid creature of the same size (+/-1), assuming also their voice and physical characteristics, but not their supernatural powers (magical abilities, devil fruit powers, etc).
Dice-Dice Fruit
You can turn your body into razor sharp blades!
Passive. You gain the following benefits.
- Your unarmed strikes deal (2d8+Str/Dex) slashing damage.
- +4 bonus to AC (natural armor).
- Resistance to bludgeoning, piercing and slashing damage as your body is made of metal.
Bubble-Bubble Fruit
You can create power sapping soap bubbles!
Active. (Action) You can make a ranged weapon attack, range 9/30m. On a hit the target's physical characteristics are decreased by 1d10 for 1 minute. This effect does not stack multiple times.
Wheel-Wheel Fruit
Your limbs can become wheels!
Passive. You can double (2 wheels), or quadruple
(4 wheels), your walking speed when using your devil fruit power.
Revive-Revive Fruit
You can come back to life!
Passive. You get a second chance at living. When you die you can come back to life with full health. This effect only work once, and you are still considered a devil fruit user once revived. Your body is fully functional, as it was before your demise, but it carries on the scar and mutilations that it may have suffered during your death.
Love-Love Fruit
When people fall in love with you, they turn to stone!
Passive. You gain the following benefits.
- Advantage on Charisma (Persuasion) checks.
- You can innately cast the following spells.
At will: calm emotion, charm person, enthrall, mass suggestion.
This effects only work against humanoid creatures of the opposite sex.
Active. (Action) You can shoot love arrows against charmed enemies to turn them to stone. A charmed creature must succeed on a Wisdom or Constitution saving throw or become petrified.
You can release the petrification as a bonus action.
Love-Love Save DC
Float-Float Fruit
You've gained the ability to float!
Passive. You gain the following benefits.
- 18m flying speed with the ability to hover.
- You can innately cast the following spells.
At will: telekinesis (spellcasting ability Con/Int/Cha).
Venom-Venom Fruit
You can turn your body into deadly poison!
Passive. You gain the following benefits.
- Immunity to poison damage.
- Whenever you take damage of any type but psychic, each creature within 1,5m of you takes 18 (4d8) poison damage.
Active. You gain the following combat options.
- Venomous Hydra: (Action, Recharge after a Long Rest) You can create an Hydra (MM page 190) made out of your poison that lasts for 1 hour, or until it is dismissed, or destroyed. The Hydra is connected to your body, and you can control it as an action on your turn.
Whenever the Hydra takes damage of any type but psychic, each creature within 1,5m of it takes 18 (4d8) poison damage.
Additionally, its bite deals an extra 5 (1d10) poison damage.
Glare-Glare Fruit
You can read people's minds!
Passive. You gain the following benefits.
- Proficiency in Insight and Perception, or expertise if you are already proficient.
- (1 hand lens) Advantage on Insight and Perception checks.
- (2 hands lenses) You can see trough objects within 9m. The vision can penetrate 1m of stone, 10cm of metal, or up to 3m of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
- (2 hands reverse lenses) You can innately cast the following spells.
At will: clairvoyance, detect thoughts.
Glare-Glare Save DC
Tremor-Tremor Fruit
You can create earthquakes!
Passive. You gain the following benefits.
- Immunity to thunder damage.
- Your melee weapon attacks deal an additional (3d10+Str) thunder damage.
- You can innately cast the following spells.
At will: earth tremor, erupting earth, thunderwave.
Strength mod/Day: earthquake.
You can cast these spells at higher level (up to your Strength modifier).
Tremor-Tremor Save DC
Heal-Heal Fruit
Your tears have the power to heal!
Passive. Passive. You can innately cast the following spells.
At will: cure wounds, lesser restoration.
Wisdom mod/Day: greater restoration, heal.
You can cast these spells at higher level (up to your Wisdom modifier).
Shanks speaking to Buggy:
"I heard they are incarnations of the sea devil. Supposedly, if you eat one, you will gain devil powers... but the sea will hate you and take your ability to swim!"
Devil Fruits are said to be the fruits of the Sea Devil and that the secret to their power is hidden in the Grand Line. Because encounters with them are rare (especially outside the Grand Line), a number of rumors about them have risen, making it difficult to tell whether some things are fact or fiction. Because of their power, if sold they can expect to fetch well over 100,000 GP, and Devil Fruit users themselves are sold at market prices as slaves. Of course, individual Fruits each have their differences in price, dependent on the powers bestowed.
Barrier-Barrier Fruit
You can create force fields!
Passive. You gain the following benefits.
- Your melee weapon attacks deal an additional (1d10+Int) force damage.
- You can innately cast the following spells.
At will: forcecage, force dart, wall of force.
You can cast these spells at higher level (up to your Intelligence modifier).
Barrier-Barrier Save DC
Arms-Arms Fruit
You are the weapon!
Active. (Bonus Action) You can turn any part of your body into a nonmagical weapon or tool up to large size. Ranged weapons don't need ammo to shoot.
Puff-Puff Fruit
You can create a genie!
Active. (Action, Recharge after a Long Rest) You can summon a genie (MM page 141) that obeys your commands.
Zoan Devil Fruits
Zoan Devil Fruits allow the user to transform into animals of all kinds, gaining the strengths and benefits of that animal.
When a user gains a Zoan power, they can change form, from human, to half beast, to beast.
While you are transformed in the beast form, the usual wild shape rules apply. You assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
Roll a d8 and refer to the following table to determine a random Zoan fruit.
d8 | Zoan Devil Fruit |
---|---|
1 | Ox-Ox Fruit, Bison/Giraffe Model |
2 | Tweet-Tweet Fruit, Falcon Model |
3 | Cat-Cat Fruit, Leopard Model |
4 | Elephant-Elephant Fruit |
5 | Dino-Dino Fruit, Allosaurus Model |
6 | Dino-Dino Fruit, Triceratops Model |
7 | Tweet-Tweet Fruit, Phoenix Model |
8 | Dragon-Dragon Fruit, Roll for Model |
Ox-Ox Fruit, Bison Model
Passive. You gain the following benefits.
- +2 Constitution, +1 Strength.
- Proficiency in Athletics, or expertise if you are already proficient.
Human-Beast Form. You gain the following benefits.
- Charge: (Trait) If you move at least 6m straight toward a target and then hit it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
- Gore: (Bonus Action) Melee Weapon Attack: PB+Str to hit, reach 1,5m, one target. Hit: (2d8+Str) bludgeoning damage.
Beast Form. (Action, Recharge after a Long Rest) You can transform into a mighty bison for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.
Ox-Ox Save DC
Mighty Bison
Large Beast, same alignment
- Armor Class 12 (natural armor)
- Hit Points 190 (20d10+80)
- Speed 12m.
STR DEX CON INT WIS CHA 21(+5) 8(-1) 18(+4) same same same
- Saving Throws same
- Senses same passive Perception
- Languages same but can't speak
- Challenge 6 (2300 XP)
Charge. If the bison moves at least 6m toward a target and then hits it with a gore attack on the same turn, the target takes an extra 13 (3d8) bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed up to 3m and knocked prone.
Actions
Multiattack. The bison makes two gore attacks.
Gore. Melee Weapon Attack: PB+5 to hit, reach 1,5m, one target. Hit: 18 (3d8+5) bludgeoning damage.
Tweet-Tweet Fruit, Falcon Model
Passive. You gain the following benefits.
- +2 Wisdom, +1 Dexterity.
- Proficiency in Perception, or expertise if you are already proficient.
Human-Beast Form. You gain the following benefits.
- Wings: You have 15m flying speed.
- Keen Sight: (Trait) You have advantage on Wisdom (Perception) checks that rely on sight.
- Beak: (Bonus Action) Melee Weapon Attack: PB+Str/Dex to hit, reach 1,5m, one target. Hit: (1d6+Str/Dex) piercing damage.
- Talons: (Action) Melee Weapon Attack: PB+Str/Dex to hit, reach 1,5m, one target. Hit: (2d6+Str/Dex) slashing damage.
Beast Form. (Action, Recharge after a Long Rest) You can transform into a giant falcon for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.
Giant Falcon
Large Beast, same alignment
- Armor Class 15 (natural armor)
- Hit Points 98 (15d10+15)
- Speed 3m, fly 18m.
STR DEX CON INT WIS CHA 16(+3) 18(+4) 13(+1) same 20(+5) same
- Saving Throws same
- Skills Perception (2PB+5)
- Senses passive Perception (10+2PB+5)
- Languages same but can't speak
- Challenge 3 (700 XP)
Dive. If the falcon is flying and dives at least 9m straight toward a target and then hits it with a talons attack, the attack deals an extra 7 (2d6) damage.
Keen Sight. The falcon has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The falcon makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: PB+4 to hit, reach 1,5m, one target. Hit: 7 (1d6+4) piercing damage.
Talons. Melee Weapon Attack: PB+4 to hit, reach 1,5m, one target. Hit: 11 (2d6+4) slashing damage.
Cat-Cat Fruit, Leopard Model
Passive. You gain the following benefits.
- +4 Dexterity, +2 Strength.
- Proficiency in Stealth, or expertise if you are already proficient.
Human-Beast Form. You gain the following benefits.
- Keen Hearing and Smell: (Trait) You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Pounce: (Trait) If you move at least 6m straight toward a target and then hit it with an attack on the same turn, the target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.
- Bite: (Action) Melee Weapon Attack: PB+Str/Dex to hit, reach 1,5m, one target. Hit: (1d10+Str/Dex) piercing damage.
- Claw: (Action) Melee Weapon Attack: PB+Str/Dex to hit, reach 1,5m, one target. Hit: (1d8+Str/Dex) slashing damage.
Beast Form. (Action, Recharge after a Long Rest) You can transform into a great leopard for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.
Cat-Cat Save DC
Great Leopard
Large Beast, same alignment
- Armor Class 15 (natural armor)
- Hit Points 128 (15d10+45)
- Speed 15m.
STR DEX CON INT WIS CHA 18(+4) 17(+3) 16(+3) same same same
- Skills Stealth (2PB+3)
- Saving Throws same + Dexterity (PB+3)
- Senses same passive Perception
- Languages same but can't speak
- Challenge 7 (2900 XP)
Keen Hearing and Smell. The leopard has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce. If the leopard moves at least 6m straight toward a target and then hits it with a claw attack on the same turn, the target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the leopard can make one bite attack against it as a bonus action.
Actions
Multiattack. The leopard makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: PB+4 to hit, reach 1,5m, one target. Hit: 15 (2d10+4) piercing damage.
Claw. Melee Weapon Attack: PB+4 to hit, reach 1,5m, one target. Hit: 13 (2d8+4) slashing damage.
Elephant-Elephant Fruit
Passive. You gain the following benefits.
- +4 Strength, +2 Constitution.
- Proficiency in Athletics, or expertise if you are already proficient.
Human-Beast Form. You gain the following benefits.
- Trampling Charge: (Trait) If you move at least 6m straight toward a target and then hit it with a gore attack on the same turn, the target takes an extra 13 (3d8) piercing damage, and it must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one stomp attack against it as a bonus action.
- Gore: (Action) Melee Weapon Attack: PB+Str to hit, reach 1,5m, one target. Hit: (3d8+Str) piercing damage.
- Stomp: (Action) Melee Weapon Attack: PB+Str to hit, reach 1,5m, one prone target. Hit: (3d10+Str) bludgeoning damage.
Beast Form. (Action, Recharge after a Long Rest) You can transform into a mighty elephant for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.
Elephant-Elephant Save DC
Mighty elephant
Huge Beast, same alignment
- Armor Class 13 (natural armor)
- Hit Points 230 (20d12+100)
- Speed 12m.
STR DEX CON INT WIS CHA 24(+7) 9(-1) 21(+5) same same same
- Saving Throws same + Constitution (PB+5)
- Senses same passive Perception
- Languages same but can't speak
- Challenge 8 (3900 XP)
Trampling Charge. If the elephant moves at least 6m straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 18 (4d8) piercing damage, and it must succeed on a Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.
Actions
Multiattack. The elephant makes two gore attacks.
Gore. Melee Weapon Attack: PB+7 to hit, reach 3m, one target. Hit: 25 (4d8+7) piercing damage.
Stomp. Melee Weapon Attack: PB+7 to hit, reach 1,5m, one prone target. Hit: 29 (4d10+7) bludgeoning damage.
Dino-Dino Fruit, Allosaurus Model
Passive. You gain the following benefits.
- +4 Strength and Constitution.
- Proficiency in Athletics and Strength saving throws, or expertise if you are already proficient.
- +2 natural armor bonus to AC
Human-Beast Form. You gain the following benefits.
- Pounce: (Trait) If you move at least 6m straight toward a target and then hit it with an attack on the same turn, the target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.
- Bite: (Action) Melee Weapon Attack: PB+Str to hit, reach 1,5m, one target. Hit: (2d12+Str) piercing damage.
- Claw: (Action) Melee Weapon Attack: PB+Str to hit, reach 1,5m, one target. Hit: (2d10+Str) slashing damage.
Beast Form. (Action, Recharge after a Long Rest) You can transform into a great allosaurus for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.
Dino-Dino Save DC
Great Allosaurus
Huge Beast, same alignment
- Armor Class 16 (natural armor)
- Hit Points 158 (15d12+60)
- Speed 15m.
STR DEX CON INT WIS CHA 25(+7) 13(+1) 19(+4) same same same
- Saving Throws same
- Senses same passive Perception
- Languages same but can't speak
- Challenge 9 (5000 XP)
Pounce. If the allosaurus moves at least 6m straight toward a target and then hits it with a claw attack on the same turn, the target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.
Actions
Multiattack. The allosaurus makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: PB+7 to hit, reach 3m, one target. Hit: 26 (3d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the allosaurus can't bite another target.
Claw. Melee Weapon Attack: PB+7 to hit, reach 1,5m, one target. Hit: 23 (3d10+7) slashing damage.
Dino-Dino Fruit, Triceratops Model
Passive. You gain the following benefits.
- +6 Constitution, +4 Strength.
- Proficiency in Athletics and Constitution saving throws, or expertise if you are already proficient.
- +4 natural armor bonus to AC
Human-Beast Form. You gain the following benefits.
- Trampling Charge: (Trait) If you move at least 6m straight toward a target and then hit it with a gore attack on the same turn, the target takes an extra 18 (4d8) piercing damage, and it must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one stomp attack against it as a bonus action.
- Gore: (Action) Melee Weapon Attack: PB+Str to hit, reach 1,5m, one target. Hit: (4d8+Str) piercing damage.
- Stomp: (Action) Melee Weapon Attack: PB+Str to hit, reach 1,5m, one prone target. Hit: (4d10+Str) bludgeoning damage.
Beast Form. (Action, Recharge after a Long Rest) You can transform into a great triceratops for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.
Dino-Dino Save DC
Zoan Fruits and objects.
Inanimate objects have been shown to be able to "eat", or otherwise consume Devil Fruits. The technique used to make objects "eat" a fruit was developed by Dr. Vegapunk, but is not limited to solid materials, as gaseous slime can also be used as a medium. So far, Zoan is the only type of Devil Fruit that inanimate objects have been shown as being able to absorb.
Objects that have ingested a Zoan fruit gain the mobility and intelligence of the animal they turn into. This can be a drawback as the object can also feel pain as well as become susceptible to diseases. In the animal form, they can be intimidated. Inanimate object Zoans also seem to be very loyal to whomever owns them.
Great Triceratops
Huge Beast, same alignment
- Armor Class 19 (natural armor)
- Hit Points 250 (20d12+120)
- Speed 15m.
STR DEX CON INT WIS CHA 22(+6) 8(-1) 23(+6) same same same
- Saving Throws same
- Senses same passive Perception
- Languages same but can't speak
- Challenge 10 (5900 XP)
Trampling Charge. If the triceratops moves at least 6m straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 22 (5d8) piercing damage, and it must succeed on a Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.
Actions
Multiattack. The triceratops makes two gore attacks.
Gore. Melee Weapon Attack: PB+6 to hit, reach 1,5m, one target. Hit: 28 (5d8+6) piercing damage.
Stomp. Melee Weapon Attack: PB+6 to hit, reach 1,5m, one prone target. Hit: 33 (5d10+6) bludgeoning damage.
Tweet-Tweet Fruit, Phoenix Model
Passive. You gain the following benefits.
- +4 Constitution and Charisma, +2 Dexterity.
- Immunity to fire, poison; bludgeoning, piercing and slashing damage from nonmagical attacks; grappled, paralyzed, petrified, poisoned, prone, restrained.
Human-Elemental Form. You gain the following benefits.
- Wings: You have 18m flying speed.
- Fire Form: (Trait) You can move through a space as narrow as 10cm wide without squeezing. Any creature that touches you or hits you with a melee attack while within 1,5m of you takes 5 (1d10) fire damage. In addition, you can enter a hostile creature's space and stop there. The first time you enter a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
- Regeneration: (Trait) You regain 10 hit points at the start of your turn if you have at least 1 hit point.
- Fiery Talons: (Action) Melee Weapon Attack: PB+Str/Dex to hit, reach 1,5m, one target. Hit: (2d8+Str/Dex) fire damage.
Elemental Form. (Action, Recharge after a Long Rest) You can transform into a fiery phoenix for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.
Fiery Phoenix
Medium Elemental, same alignment
- Armor Class 16
- Hit Points 158 (15d8+90)
- Speed 6m, fly 30m.
STR DEX CON INT WIS CHA 18(+4) 22(+6) 23(+6) same same same
- Saving Throws same
- Damage Immunities fire, poison; bludgeoning, piercing and slashing from nonmagical attacks
- Condition Immunities grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses darkvision 18m, same passive Perception
- Languages same
- Challenge 10 (5900 XP)
Fire Form. The phoenix can move through a space as narrow as 10cm wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 1,5m of it takes 11 (2d10) fire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 11 (2d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 11 (2d10) fire damage at the start of each of its turns.
Regeneration. The Phoenix regains 15 hit points at the start of its turn if it has at least 1 hit point.
Actions
Multiattack. The phoenix makes two attacks with its fiery talons.
Fiery Talons. Melee Weapon Attack: PB+6 to hit, reach 1,5m, one target. Hit: 24 (4d8+6) fire damage.
Dragon-Dragon Fruit, Red Model
Passive. You gain the following benefits.
- +4 Strength, Constitution and Charisma.
- Immunity to fire damage.
- Proficiency in Athletics and Charisma saving throws, or expertise if already proficient.
- +4 natural armor bonus to AC.
Human-Dragon Form. You gain the following benefits.
- Wings: You have 12m flying speed.
- Superior Senses: You have 18m blindsight and 36m darkvision.
- Fire Breath: (Action, Recharge 6) You exhale fire in a 9m cone. Each creature in that area must make a Dexterity saving throw, taking (1/2Con d6) fire damage on a failed save, or half as much damage on a successful one.
- Bite: (Action) Melee Weapon Attack: PB+Str to hit, reach 1,5m, one target. Hit: (2d10+Str) piercing damage.
- Claw: (Action) Melee Weapon Attack: PB+Str to hit, reach 1,5m, one target. Hit: (2d6+Str) slashing damage.
Dragon Form. (Action, Recharge after a Long Rest) You can transform into a Red Dragon for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.
Dragon-Dragon Save DC
Red Dragon
Huge Dragon, same alignment
- Armor Class 19 (natural armor)
- Hit Points 270 (20d12+140)
- Speed 12m, fly 24m.
STR DEX CON INT WIS CHA 27(+8) 10(+0) 25(+7) same same same
- Saving Throws same
- Damage Immunities fire
- Senses blindsight 18m, darkvision 36m, same passive Perception
- Languages same
- Challenge 15 (13000 XP)
Actions
Multiattack. The dragon can use its frightful presence. It then makes three attacks: one with its bite, one with its claws and one with its tail.
Bite. Melee Weapon Attack: PB+8 to hit, reach 1,5m, one target. Hit: 19 (2d10+8) piercing damage plus 11 (2d10) fire damage.
Claw. Melee Weapon Attack: PB+8 to hit, reach 1,5m, one target. Hit: 22 (4d6+8) slashing damage.
Tail. Melee Weapon Attack: PB+8 to hit, reach 4,5m, one target. Hit: 17 (2d8+8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 36m of the dragon and aware of it must succeed on a 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 the dragon's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 18m cone. Each creature in that area must make a Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Reactions
Wing Attack. The dragon beats its wings. Each creature within 3m of the dragon must succeed on a Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Logia Devil Fruits
Logia Devil Fruits are the most rare and the most powerful type of fruit, but with extreme power comes extreme effort. You can use an action to enter into your fruit's elemental form for 10 minutes, or until dismissed as a bonus action. When you revert to your normal form you gain 1 point of exhaustion.
Roll a d6 and refer to the following table to determine a random Logia fruit.
d6 | Logia Devil Fruit |
---|---|
1 | Smoke-Smoke Fruit |
2 | Sand-Sand Fruit |
3 | Flame-Flame Fruit |
4 | Rumble-Rumble Fruit |
5 | Ice-Ice Fruit |
6 | Glint-Glint Fruit |
Smoke-Smoke Fruit
Passive. Your body is made of smoke, granting you the following benefits.
- Resistance to fire, poison; bludgeoning, piercing and slashing damage from nonmagical attacks.
- 15m flying speed.
- Proficiency in Acrobatics and Dexterity saving throws, or expertise if you are already proficient.
- You are considered an Elemental.
Smoke Form. You gain the following benefits.
- Damage Immunities: fire, poison; bludgeoning, piercing and slashing damage from nonmagical attacks.
- Condition Immunities: grappled, paralyzed, petrified, prone, restrained.
- Smoke Magic: You can cast the following spells.
At will: fog cloud, blindness.
Constitution modifier/Day: incendiary cloud.
You can control the smoke you create using fog cloud. As a bonus action you can move the cloud up to 15m, or you can attempt to use the smoke to grapple and strangle your enemies. Each creature of your choice inside the cloud must succeed on a Strength, or Dexterity saving throw, or become grappled, restrained and suffer (2d8+Con) bludgeoning damage. - Smoke Punch: (Action) Melee Weapon Attack: PB+Str to hit, reach 9m, one target. Hit: (2d10+Str) bludgeoning damage.
- Smoke Evasion: (Reaction) You halve the damage that you take from an attack that hits you. You can then move up to half your flying speed. You must be able to see the attacker.
Smoke-Smoke Save DC
Sand-Sand Fruit
Passive. Your body is made of sand, granting you the following benefits, but if you are hit by water, the traits marked with (W) don't function until the start of your next turn.
- (W) Resistance to poison; bludgeoning, piercing and slashing damage from nonmagical attacks.
- Debilitating Touch: (Action) You can suck out the water from your enemies. Any creature you touch must succeed a Constitution saving throw or suffer (4d8+Con) necrotic damage.
- Proficiency in Athletics and Strength saving throws, or expertise if you are already proficient.
- You are considered an Elemental.
Sand Form. You gain the following benefits.
- (W) Damage Immunities: poison; bludgeoning, piercing and slashing damage from nonmagical attacks.
- (W) Condition Immunities: grappled, paralyzed, petrified, prone, restrained.
- Sand Magic: You can cast the following spells.
At will: bones of the earth, earth tremor, erupting earth, move earth, wall of sand.
Constitution modifier/Day: Maximilian's earthen grasp. You can cast these spells at higher level (up to your Constitution modifier).
You can control the sand you create using these spells. As a bonus action you can move the sand up to 6m, or you can make a Debilitating Touch against each creature in contact with you, or your sand. - Sand Punch: (Action) Melee Weapon Attack: PB+Str to hit, reach 6m, one target. Hit: (3d10+Str) bludgeoning damage.
- Sand Shield: (Reaction) You erect a 3x3m wall of sand to protect you from incoming attacks. The wall has 30 hit points and an AC of 12.
Sand-Sand Save DC
Flame-Flame Fruit
Passive. Your body is made of fire, granting you the following benefits.
- Resistance to fire, poison; bludgeoning, piercing and slashing damage from nonmagical attacks.
- Burning Jet: (Action, Recharge 5-6) You fire a powerful blast of flames from your arms in a 9m long and 3m wide line. Each creature in that line must make a Dexterity saving throw, taking (1/2Con d6) fire damage on a failed save, or half as much damage on a successful one.
- Proficiency in Athletics and Dexterity saving throws, or expertise if you are already proficient.
- You are considered an Elemental.
Flame Form. You gain the following benefits.
- Damage Resistances: cold.
- Damage Immunities: fire, poison; bludgeoning, piercing and slashing damage from nonmagical attacks.
- Condition Immunities: grappled, paralyzed, petrified, prone, restrained.
- Flame Magic: You can cast the following spells.
At will: fireball, flame blade, heat metal, wall of fire.
Constitution modifier/Day: fire storm, flame strike.
You can cast these spells at higher level (up to your Constitution modifier).
A creature that touches you, or hits you with a melee attack while within 1,5m of you, takes (1d10+Con) fire damage. In addition, you can enter a hostile creature's space and stop there. The first time you enter a creature's space on a turn, that creature takes (1d10+Con) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. - Flame Punch: (Action) Melee Weapon Attack: PB+Str to hit, reach 6m, one target. Hit: (3d8+Str) fire damage.
- Flame Rebuke: (Reaction) When you are hit by a melee attack from a creature you can see, you can spend your reaction to deal (4d6+Con) fire damage to the attacker. The target must also succeed on a Dexterity saving throw or catch fire.
Flame-Flame Save DC
Rumble-Rumble Fruit
Passive. Your body is made of lightning, granting you the following benefits.
- Resistance to lightning, poison, thunder; bludgeoning, piercing and slashing damage from nonmagical attacks.
- Lightning Strike: (Action, Recharge 5-6) You call down lightning to strike a point you can see within 30m. Each creature in a 3m radius around that point must make a Dexterity saving throw, taking (1/2Con d10) lightning damage on a failed save, or half as much damage on a successful one.
- You can take one Reaction on every turn of combat.
- Proficiency in Dexterity saving throws, or expertise if you are already proficient.
- You are considered an Elemental.
Lightning Form. You gain the following benefits.
- Damage Immunities: lightning, poison, thunder; bludgeoning, piercing and slashing damage from nonmagical attacks.
- Condition Immunities: grappled, paralyzed, petrified, prone, restrained.
- Lightning Magic: You can cast the following spells.
At will: call lightning, lightning arrow, lightning bolt, shocking grasp, storm sphere, thunder step. Constitution modifier/Day: chain lightning.
You can cast these spells at higher level (up to your Constitution modifier). - Lightning Punch: (Action) Melee Weapon Attack: PB+Str to hit, reach 12m, one target. Hit: (3d8+Str) lightning damage.
- Lightning Dash: (Reaction, Recharge 6) You can move straight, up to twice your speed without provoking attacks of opportunity. All creatures within 1,5m of your passage must succeed on a Dexterity saving throw or suffer (4d10+Con) lightning damage and be paralyzed until the end of their next turn.
Rumble-Rumble Save DC
Ice-Ice Fruit
Passive. Your body is made of ice, granting you the following benefits.
- Resistance to cold, poison; bludgeoning, piercing and slashing damage from nonmagical attacks.
- Ice Aura: Each creature that starts its turn within 3m of you must make a Constitution saving throw. On a fail, a creature suffers (2d8+Con) cold damage and its speed is halved until the end of its next turn. If a creature fails this saving throw for two consecutive times, it is restrained, and if it fails three consecutive times, it is frozen and petrified by the ice. If a creature receives 10 or more fire damage on a single turn, it counts as a success for its next save.
- Proficiency in Athletics and Constitution saving throws, or expertise if you are already proficient.
- You are considered an Elemental.
Ice Form. You gain the following benefits.
- Damage Resistances: fire.
- Damage Immunities: cold, poison; bludgeoning, piercing and slashing damage from nonmagical attacks.
- Condition Immunities: grappled, paralyzed, petrified, prone, restrained.
- Ice Magic: You can cast the following spells.
At will: ice knife, ice storm, wall of ice.
Constitution modifier/Day: cone of cold, freezing sphere.
You can cast these spells at higher level (up to your Constitution modifier).
You can spend an action on your turn to strengthen your Ice Aura, increasing its radius by 3m and its damage by 9 (2d8) until the end of combat. - Ice Punch: (Action) Melee Weapon Attack: PB+Str to hit, reach 1,5m, one target. Hit: (1d8+Str) bludgeoning damage plus (3d8+Con) cold damage.
- Ice Cocoon: (Reaction) You can surround yourself by a protective barrier of ice until the start of your next turn. The ice has 30 hit points and an AC of 12. Each creature in a 3m radius around you, when the cocoon is formed, must make a Constitution saving throw, taking (4d8+Con) cold damage on a failed save, or half as much damage on a successful one.
Ice-Ice Save DC
Glint-Glint Fruit
Passive. Your body is made of light, granting you the following benefits.
- Resistance to poison, radiant; bludgeoning, piercing and slashing damage from nonmagical attacks.
- Light Beam: (Action, Recharge 5-6) A bright beam of light flashes from your pointing finger to a point you can see within 30m then blossoms into an explosion of flame. Each creature in a 6m radius around that point must make a Dexterity saving throw, taking (1/2Con d6) fire damage on a failed save, or half as much damage on a successful one.
- You are permanently under the effect of the Haste spell.
- Proficiency in Dexterity saving throws, or expertise if you are already proficient.
- You are considered an Elemental.
Light Form. You gain the following benefits.
- Damage Immunities: poison, radiant; bludgeoning, piercing and slashing damage from nonmagical attacks.
- Condition Immunities: blinded, grappled, paralyzed, petrified, prone, restrained.
- Light Magic: You can cast the following spells.
At will: daylight, spiritual weapon, searing smite, wall of light.
Constitution modifier/Day: sunbeam, sunburst.
You can cast these spells at higher level (up to your Constitution modifier). - Light Speed Kick: (Action) Melee Weapon Attack: PB+Str to hit, reach 1,5m, one target. Hit: (2d8+Str) bludgeoning damage plus (2d8+Con) radiant damage.
- Blinding Light: (Reaction) You flash with intense light to distract your enemies. You add 4 to your AC against one attack that would hit you. This effect doesn't function against creatures that don't rely on sight for their attacks.
Glint-Glint Save DC
Devil
Fruit
Compendium