One Piece Monster Manual
Hero of Holios' guide to adding the creatures and characters of One Piece into your next D&D campaign!
Accellegator
Large Beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 92 (11d12 + 20)
- Speed 80 ft.
STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 13 (+1) 14 (+2) 8 (-1) 7 (-2)
- Senses passive Perception 9
- Languages -
- Challenge 4 (1,100)
Powerful Speed The gator can use the dash action as a bonus action.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) piercing damage.
High Speed Tackle. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) bludgeoning damge. If the gator moves least 60 feet before hitting with this attack, the target must make a DC 12 Strength saving throw of be knocked prone.
Armored Stonefish
Large Beast, Unaligned
- Armor Class 12
- Hit Points 1 (1d4-1)
- Speed 0 ft., swim 50 ft.
STR DEX CON INT WIS CHA 2 (-4) 13 (+1) 8 (-1) 1 (-5) 4 (-3) 2 (-4)
- Senses passive Perception 6
- Languages -
- Challenge 0 (0 XP)
Deadly Skin The stonefish is a very delicious and rare meat found in the new world. However, their skin is very poisonous and, in most cases, will cause instant death. If a creature eats the skin of this fish, they must succeed on a DC 26 Constitution saving throw or take 105 (30d6) Poison damage.
Actions
Bite. Melee Weapon Attack: +5 to hit, Reach 5ft., one target. Hit: 1 piercing damage.
Banana Gator
Colossal Beast, Unaligned
- Armor Class 22 (Natural Armor)
- Hit Points 514 (26d20 + 241)
- Speed 30 ft., swim 60ft.
STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 27 (+8) 13 (+1) 10 (+0) 6 (+-2)
- Skills Athletics +18
- Damage Resistances bludgeoning, piercing, and slashing damage from non-magical weapons.
- Senses passive Perception 10
- Languages Understands Common, but can't speak it.
- Challenge 25 (75,000)
Actions
Multiattack. The Gator makes three attacks: two with its bite and one with its tail. It can't make the tail attack on the same target as its bite attacks.
Bite. Melee Weapon Attack: +18 to hit, reach 10ft., one target. Hit: 38 (5d10 + 10) Piercing damage and the target is now grappled by the gator. The gator cannot use its bite attack on a different target until it finishes the grapple.
Tail. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) Bludgeoning Damage.
Swallow. The gator makes one bite attack against a huge or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the gator, and it takes 39 (11d6) acid damage at the start of each of the gator's turns. The gator can only have two targets swallowed at a time. If the gator takes more than 30 damage on a single turn, it must succeed on a DC 18 Constitution saving throw or regurgitate all creatures it has swallowed, which exit the gator prone and within 5 feet of it.
Blugori
Large Beast, unaligned
- Armor Class 18 (Natural Armor)
- Hit Points 125 (10d12 + 60)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 11 (+0) 13 (+1) 7 (-2) 4 (-3) 6 (-2)
- Skills Athletics +8, Perception +1
- Senses passive Perception 11
- Languages -
- Challenge 5 (1,800 XP)
Bound to Rythm. The Blugori can be told what actions to take by a creature who succeeds on a DC 20 Charisma (Performance) check using a flute.
Pack Tactics. The Blugori has advantage on attack rolls against a creature if at least one of the blugori's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Multiattack. The blugori makes two attacks: one with its axe and one with its fist.
Axe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage.
Fist. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 12 (1d12 +5) bludgeoning damage.
Cloud Fox
Small Beast, Unaligned
- Armor Class 13
- Hit Points 1 (1d4 - 1)
- Speed 40 ft.
STR DEX CON INT WIS CHA 4 (-3) 16 (+3) 10 (+0) 4 (-3) 10 (+0) 7 (-2)
- Senses passive Perception 13
- Languages -
- Challenge 0 (10 XP)
Keen Smell. The fox has advantage on Wisdom (Percepton) checks that rely on smell.
Actions
Bite. Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Compass Bird
Small Beast, Any Chaotic Alignment
- Armor Class 12
- Hit Points 3 (1d6)
- Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 4 (-3) 14 (+2) 10 (+0) 16 (+3) 13 (+1) 10 (+0)
- Skills Intimidation +2, Perception +4
- Senses Passive Perception 14
- Languages Compass Bird, Understands Common, but can't speak it.
- Challenge 1/4 (50 XP)
Perfect Direction. Depending on variety (North, South, East, or West), a compass bird will always point its head towards one of the cardinal directions. If the bird chooses to point in another direction, it must succeed on a DC 25 Wisdom saving throw every round to resist pointing back.
Master of the woods. As an action, the compass bird can roll a d8, summoning that many beasts of CR 1?8 or lower to aid it in battle. The bird cannot use this ability again until it finishes a short rest.
Actions
Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Den Den Mushi
Tiny Beast, Any Alignment
- Armor Class 6
- Hit Points 1 (1d4 - 1)
- Speed 5 ft.
STR DEX CON INT WIS CHA 2 (-4) 2 (-4) 6 (-2) 12 (+1) 10 (+0) 20 (+5)
- Senses passive Perception 10
- Languages Telepathy, unlimited (only to other Den Den Mushi)
- Challenge 0 (0 XP)
Perfect Mimicry. When a creature speaks to it using a special atachment on their shell, a Den Den Mushi can communicate over unlimited distance, if the proper number is dialed into the attachment. When this connection is made, the Den Den Mushi mimics their speech perfectly, allowing people to use them to communicate with eachother.
Actions
Ring. When the correct number is dialed, the Den Den Mushi can make noises to gain the attention of any creature within 20 feet.
Poke. Melee Weapon Attack: -2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Hiking Bear
Huge Beast, Neutral
- Armor Class 12 (Natural Armor)
- Hit Points 42 (5d10 + 15)
- Speed 40 ft., climb 20 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 18 (+4) 8 (-1) 10 (+0) 7 (-2)
- Skills Perception +2, Survival +2
- Senses passive Perception 12
- Languages Understands Common, but can't speak.
- Challenge 3 (700 XP)
Actions
Multiattack. The bear makes two attacks: one with its claws and one with its walking stick.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Walking Stick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d6 +5) bludgeoning damage.
Humandrill
Large Beast, Any Alignment
- Armor Class 12
- Hit Points 115 (10d12 + 50)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 13 (+1) 15 (+2) 9 (-1) 7 (-2)
- Saving Throws Strength and Constitution
- Skills Acrobatics +4, Athletics +7
- Senses passive Perception 12
- Languages Can learn to understand any language, but can't speak.
- Challenge 6 (2,300 XP)
Human Imitation. The Humandrill can learn anything a normal Human can, save for how to speak. Because of this, the Humandrill is capable of using any weapon or tool, as well as wear any armor or use a shield.
Actions
Multiattack. The humandrill makes three attacks with any melee weapon attack, or three with any ranged weapon attack.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 9(1d8 + 4) bludgeoning damage.
Healing Spit. The humandrill uses its spit to gain 1d10 temporary hit points.
Island Eater
Titanic, Unaligned
- Armor Class 16 (Natural Armor)
- Hit Points 258 (15d20 + 100)
- Speed o ft., swim 40 ft.
STR DEX CON INT WIS CHA 25 (+8) 7 (-2) 21 (+5) 2 (-4) 4 (-3) 1 (-5)
- Senses passive Perception 11
- Languages -
- Challenge 9 (5,000 XP)
Legendary Poop. The feces of the island eater are so large that they can be easily mistaken for small islands.
Actions
Consume. The Island Eater chooses one target. If the target is Colossal or smaller it must succeed on a DC 13 Dexterity saving throw or be eaten by the island eater. Anything eaten in this way will take 32 (9d6) acid damage at the start of each of the island eater's turns. If the island eater takes 30 or more damage from a creature inside it, it must succeed on a DC 18 Constitution saving throw or regurgitate everything it has consumed. Creatures regurgitated this way exit 10 feet from the island eater prone.
Island Whale
Titanic Beast, Unaligned
- Armor Class 16 (Natural Armor)
- Hit Points 465 (30d20 + 150)
- Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA 30 (+10) 3 (-3) 30 (+10) 10 (+0) 10 (+0) 10 (+0)
- Senses passive Perception 14
- Languages Understands Common, but can't speak.
- Challenge 10 (5,900 XP)
Siege Monster. The island whale deals double damage to objects and structures.
Livable Insides. Inside of an island whale is enough space to house a small island with a house or even an entire village, if they figure out a way around the whale's stomach acid.
Actions
Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 43 (5d12 + 10) bludgeoning damage.
Whale Song. The island whale calls out its song. The song has no effect on constructs. All other creatures within 100 feet of the whale that can hear it must make a DC 10 Constitution saving throw. On a failure, a creature takes 36 (10 d6) thunder damage and is deafened for 1 minute.
Kung-Fu Dugong
Small beast, neutral good
- Armor Class 15 (Natural Armor)
- Hit Points 23 (6d6 + 2)
- Speed 30 ft., swim 20ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 8 (-1) 6 (-2) 12 (+1)
- Skills Athletics +4
- Senses passive Perception 10
- Languages -
- Challenge 1 (200 XP)
Pack Tactics. The dugong has advantage on attack rolls against a creature if at least one of the dugong's allies is within 5 feet of the creature and the ally isn't incapacitated.
Code of Honor. If the dugong is defeated, but spared from death, they will follow and aid the one who defeated them, as well as aid those who are friendly with their new master.
Actions
One-Two. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
Lapin
Large Beast, unaligned
- Armor Class 12
- Hit Points 42 (5d10 + 15)
- Speed 40 ft., burrow 20 ft. (Snow only)
STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 17 (+3) 10 (+0) 10 (+0) 7 (-2)
- Damage Resistances cold
- Skills Perception +2
- Senses passive Perception 12
- Languages -
- Challenge 4 (1,100 XP)
Keen Smell. The lapin has advantage on wisdom (Perception) checks that rely on smell.
Pack Tactics. The lapin has advantage on attack rolls against a creature if at least one of the lapin's allies is within 5 feet of the creature and the ally isn't incapacitated.
Avalanche. When ten or more lapins are gathered together, they can spend one minute jumping up and down to cause a massive avalanche, provided enough snow is on the ground to do so. This avalanche covers a line that is 40 feet wide by 300 feet long. Creatures caught in this avalanche must make a DC 13 Dexterity saving throw or take 21 (6d6) cold damage on a failed save and half as much on a successful one. The land afterwards becomes difficuly terain until the snow either thaws or is cleared.
Actions
Multiattack. The lapin makes two attacks: one with its claws and one with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Snowball. Ranged Weapon Attack: +4 to hit, range 30 ft./90 ft., one target. Hit: 14 (4d6) cold damage.
Long Flounder
Colossal Beast, Unaligned
- Armor Class 10
- Hit Points 68 (8d10 + 24)
- Speed 0 ft., swim 20 ft.
STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 10 (+0) 3 (-4) 8 (-1) 5 (-3)
- Skills Athletics +6
- Senses Darkvision 60 ft.
- Languages -
- Challenge 2 (450 XP)
Water Breathing. The flounder can only breath underwater.
Undersea Capacity. The flounder can carry up to ten large or smaller passengers and provide them with up to four hours of air for ten passengers, and fourty hours for a single passenger.
Actions
Paddle Wave. Melee Weapon Attack: +6 to hit, reach 5 ft., four targets. Hit: 7 (1d4 + 4) bludgeoning damage.
Moving Crab
Huge Beast, unaligned
- Armor Class 18 (Natural Armor)
- Hit Points 72 (9d12 + 13)
- Speed 120 ft.
STR DEX CON INT WIS CHA 20 (+5) 3 (-4) 12 (+1) 8 (-1) 7 (-2) 3 (-4)
- Senses passive Perception 9
- Languages -
- Challenge 3 (700 XP)
Sand Runner. The crab ignores difficult terrain when traveling on dirt and sand.
Sea Sprint. The crab can make one dash action to run on the surface of water for 240 feet., but will sink immediately after.
Actions
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit : 19 (4d6 + 5) piercing damage.
News Coo
Small Beast, Neutral
- Armor Class 13
- Hit Points 7 (2d6)
- Speed 10 ft., fly 120 ft.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 10 (+0) 18 (+4) 10 (+0) 8 (-1)
- Saving Throws Constitution +2
- Skills Perception +2
- Senses passive Perception 12
- Languages Understands Common, but can't speak.
- Challenge 1/8 (25 XP)
Location Knowledge. The news coo always remembers where their base of operations is.
Limitless Endurance. The news coo can travel for 16 hours before needing to make Constitution saving throws, rahter than the normal 8 hours.
Actions
Peck. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 4 (1d4 +2) piercing damage.
Nyasha (Calicoach)
Large Beast, unaligned
- Armor Class 15
- Hit Points 19 (3d10 + 3)
- Speed 60 ft.
STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 8 (-1) 2 (-4) 9 (-1) 10 (+0)
- Senses Darkvision 60 ft., passive Perception 9
- Languages -
- Challenge 1/4 (50 XP)
Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 4) piercing damage.
Panda Shark
Huge Beast, unaligned
- Armor Class 13 (Natural Armor)
- Hit Points 111 (11d12 + 40)
- Speed 0 ft., swim 60 ft.
STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 20 (+5) 5 (-3) 10 (+) 8 (-1)
- Skills Perception +3
- Senses Blindsight 60ft., passive Perception 13
- Languages -
- Challenge 6 (2,300 XP)
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the shark can't bite another target.
Swallow. The shark makes one bite attack against a medium or smaller target it is grappling. If the attack hits, the target is swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the Panda Shark, and takes 14(4d6) acid damage at the start of each of the Panda Shark’s turns. The Panda Shark can have only one target swallowed at a time.
If the Panda Shark takes more than 10 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the Panda Shark.
If the Panda Shark dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Royal Squid
Gargantuan Beast, unaligned
- Armor Class 13 (Natural Armor)
- Hit Points 136 (13d12 + 52)
- Speed 0 ft., swim 50 ft.
STR DEX CON INT WIS CHA 25 (+8) 10 (+0) 16 (+3) 3 (-4) 10 (+0) 9 (-1)
- Senses passive Perception 13
- Languages -
- Challenge 8 (3,900 XP)
Actions
Multiattack. The squid makes two attacks with its Slam
Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 33 (4d12 +7) bludgeoning damage.
Tentacle Grab. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d6 +7) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or become grappled by the squid.
Sea King (Small)
Gargantuan Monstrocity, unaligned
- Armor Class 18 (Natural Armor)
- Hit Points 257 (12d20 + 100)
- Speed 0 ft., swim 60 ft.
STR DEX CON INT WIS CHA 26 (+8) 13 (+1) 22 (+6) 3 (-4) 6 (-2) 4 (-4)
- Saving Throws Strength +13 Constitution +11
- Senses passive Perception 8
- Languages Sea King
- Challenge 15 (13,000 XP)
Various Appearances. A Seak King can look like anything, from a serpentine creature to a frog, or even a bird like creature.
Sentinels of the Mermaid Princess. Sea Kings are capable of speaking to and understanding the mermaid princess, and will obey her commands.
Actions
Multiattack. The sea king makes two attacks: One with its bite and one with either its slam or tail attacks.
Bite. Melee weapon attack: +12 to hit, reach 10ft., one target. Hit 22 (3d8 + 9) piercing damage. If the target is a large or smaller, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the Sea King. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the sea king, and takes 21(6d6) acid damage at the start of each of the sea king’s turns.
If the sea king takes 30 damage or more from a creature inside it, the Sea King must succeed on a DC 21 Saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 20 feet of the Sea King.
If the sea king dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 30 (5d8 + 7) bludgeoning damage.
Slam. (Recharge 5-6) Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 77 (20d6 +7) bludgeoning damage.
Sea King (Large)
Titanic Monstrocity, unaligned
- Armor Class 20 (Natural Armor)
- Hit Points 393 (25d20 + 130)
- Speed 0 ft., swim 60 ft.
STR DEX CON INT WIS CHA 30 (+10) 15 (+2) 28 (+9) 7 (-2) 8 (-1) 5 (-3)
- Saving Throws Strength +16 Constitution +15
- Senses passive Perception 15
- Languages Sea King
- Challenge 20 (25,000 XP)
Various Appearances. A Seak King can look like anything, from a serpentine creature to a frog, or even a bird like creature.
Sentinels of the Mermaid Princess. Sea Kings are capable of speaking to and understanding the mermaid princess, and will obey her commands.
Actions
Multiattack. The sea king makes two attacks: One with its bite and one with either its slam or tail attacks.
Bite. Melee weapon attack: +16 to hit, reach 10ft., one target. Hit 37 (6d8 + 10) piercing damage. If the target is a large or smaller, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the Sea King. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the sea king, and takes 42(12d6) acid damage at the start of each of the sea king’s turns.
If the sea king takes 30 damage or more from a creature inside it, the Sea King must succeed on a DC 23 Saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 20 feet of the Sea King.
If the sea king dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 55 (10d8 + 10) bludgeoning damage.
Slam. (Recharge 5-6) Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 115 (30d6 + 10) bludgeoning damage.
Super Spot-Billed Duck
Large Beast, Neutral Good
- Armor Class 15
- Hit Points 21 (6d6)
- Speed 120 ft., fly 10 ft.
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 12 (+1) 15 (+2) 10 (+0) 8 (-1)
- Skills Acrobatics +7
- Senses passive Perception 10
- Languages Understands Common, but can't speak.
- Challenge 3 (700 XP)
Last Stand. When the duck is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead. They cannot use this feature again until they finish a long rest.
Super Sonic. The duck can use the dash action as a bonus action.
Pack Tactics. The duck has advantage on attack rolls against a creature if at least one of the duck’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Charge. If the duck moves at least 30 feet straight towards a target and then hits it with a wing smack on the same turn, the target takes an extra 14 (4d6) bludgeoning damage.
Actions
Quack. The duck makes a loud quack that deafens those around it. This quack has no effect on constructs and undead. All other creatures within 10 feet of it must make a DC 10 Constitution saving throw or take 7 (2d6) thunder damage.
Wing Smack. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage.
Territorial Sea Slug
Small beast, unaligned
- Armor Class 12
- Hit Points 1 (1d4 -1)
- Speed 0ft., swim 40 ft.
STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 10 (+0) 8 (-1) 13 (+1) 10 (+0)
- Senses passive Perception 11
- Languages Telepathy, 300 ft. (Only to other Territorial Sea Slugs and Den Den Mushi)
- Challenge 0 (0 XP)
Warning Waves. If a creature of object enters a space within 300 feet of the sea slug, they will alert all other sea slugs and den den mushi within 300 feet. This warning will carry over to other sea slugs until it reaches its intended recipient.
Love of music. A creature can make a Charisma (Performance) check to sing a song to the sea slugs to disable their Warning Waves ability. When they do so, the sea slug must make a Wisdom saving throw, using the creature’s performance check as the DC. If they fail the saving throw, they cannot use their Warning Waves until they can no longer hear the performance.
Actions
Poke. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Ucy (Moocy)
Large beast, neutral good*
- Armor Class 19 (Natural Armor)
- Hit Points 114 (12d10 + 48)
- Speed 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 9 (-1) 17 (+3) 8 (-1) 10 (+0) 10 (+0)
- Skills Athletics +8
- Senses passive Perception 13
- Languages -
- Challenge 5 (1,800 XP)
Trampling Charge. If Ucy moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a Dc 16 Strength saving throw or be knocked prone. If the target is prone, Ucy can make one attack with his hooves against it as a bonus action.
Brutal Bull. If Ucy is below 40 hit points, he can make two attack action on his turn, rather than one.
Actions
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 +5) piercing damage.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 +5) bludgeoning damage.
White Boar
Colossal Beast, unaligned
- Armor Class 17 (Natural Armor)
- Hit Points 168 (16d12 + 64)
- Speed 40 ft.
STR DEX CON INT WIS CHA 21 (+5) 8 (-1) 16 (+3) 4 (-3) 10 (+0) 6 (-2)
- Skills Athletics +9
- Damage Resistances Bludgeoning, piercing, and slashing damage from non-magical weapons.
- Senses passive Perception 14
- Languages -
- Challenge 11 (7,200 XP)
Powerful Parent. The boar has advantage on perception and investigation checks to find their children.
Siege Monster. The boar deals double damage to objects and structures.
Actions
Multiattack. The boar makes two attacks: one with its bite and one with its tusks.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 +5) piercing damage.
Tusks. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23 (4d8 +5) slashing damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 38 (5d12 + 5) bludgeoning damage.
White Walkie
Large Beast, unaligned
- Armor Class 12 (Natural Armor)
- Hit Points 54 (7d10 + 15)
- Speed 20 ft. (legs bent), 50 ft. (legs upright), climb 20ft. (legs bent)
STR DEX CON INT WIS CHA 16 (+3) 5 (-3) 20 (+5) 6 (-2) 8 (-1) 7 (-2)
- Damage Resistances Cold
- Senses passive Perception 9
- Languages -
- Challenge 1/2 (100 XP)
Leg Versitility. The White Walkie can extend its legs to change its speed, but doing so will cause it to lose its climbing speed until it bends them back under its fur.
Beast of Burden. The White Walkie is considered a Huge creature when determining its carrying capacity and the weight it can push, drag, or lift.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 3)
Yokozuna
Large Beast, chaotic good
- Armor Class 13
- Hit Points 157 (15d12 + 60)
- Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA 24 (+7) 16 (+3) 17 (+3) 7 (-2) 10 (+0) 7 (-2)
- Skills Acrobatics +6, Athletics +9
- Senses passive Perception 10
- Languages Frog, Understands Common, but can't speak it.
- Challenge 7 (2,900 XP)
Amphibious. Yokozuna can breath in both air and water.
Actions
Multiattack. Yokozuna makes three fist attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage.
Sumo Palm. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 32 (4d12 + 6) bludgeoning damage.
Sea Beast Quality
Across the four blues and grand line live a variety of sea monsters with beastial qualities. To help keep things simple, these creatures have been simply called "sea beasts" by those who catalogue them.
When a creature has these Sea Beast qualities, they retain their statistics, except as described below.
Size. The beast's size catagory changes to Huge, if it isn't already.
Challenge Rating. The beast's CR is increased by 5, rounding up.
Health. The beast's Hit Points increase by 100.
Aquatic. The beast gains a swim speed of 40 feet and gains the Amphibious trait.
Strength. The beast's Strength score increases to 20, if it isn't already 20 or greater.
New Action. The beast gains the Tidal Wave action.
Tidal Wave
The Sea Beast lashes the water around it in a wave that's 40 ft. wide by 10 ft. tall, traveling 70 ft. from the Sea Beast. Each creature in this area must make a Dexterity saving throw (DC 10 + the sea beast's Dexterity modifier), taking 2d8 bludgeoning damage for each CR for the sea beast rounded up on a failed save and half on a success. (For example, a Black Bear is CR 1/2 so a Sea Black Bear would be a CR 6 monster. Therefore its Tidal wave would deal 12d8 bludgeoning damage.) The Sea Beast cannot use this action again until it finishes a long rest.
Homie Quality
The power of the Soul-Soul Fruit grants the user the ability to breath life into inanimate objects such as tea pots and trees. This can also be done to animals, and as such the animal faces a change in its intelligence, as well as its free will.
When a creature has the Homie quality, it retains its statistics, except as described below.
Language. The creature gains the ability to speak any language of the person who granted them this quality.
Intelligence. The intelligence of the creature is increased to 10, if it is not already higher.
Singing. The creature gains proficiency in the performance skill.
Obedience. If a creature with the Homie Quality tries to disobey an order from the one witht he power of the Soul-Soul fruit, they must first succeed on a DC 25 Wisdom saving throw. If they fail, they must obey the order, even if it costs them their life.
Haki Feats
Dormant within all living things, though most go their lives never unlocking its potential, Haki is the ability to invoke one's spirit, harnessing it in various ways. Some are born with this power already awakened, but most must learn to control it over intense training and through combat with those who can already use it.
Haki can be divided into three catagories: Observation, Armament, and Conqueror's.
The following are optional feats that will give your character any of the three types of Haki.
Observation Haki
Prerequisites: Wisdom 16, Level 8.
You can spend an action to make a Wisdom (Perception) check to search within a number of 5 feet times your level. When you do, you can add 10 to the roll and gain advantage on the roll. Any living things within range of this check are revealed to you and you learn the following about them:
- If they are higher level than you.
- How far away they are from you.
- If they're hostile to you (but only if they can see you.)
You can use this ability a number of times equal to your proficiency bonus before you must complete a long rest.
Armament Haki
Prerequisites: Strength 16, Level 8.
You can use an action to double your proficiency bonus on your attack rolls or add your strength bonus to your AC for the next minute. You cannot use this ability again until you finish a long rest.
Conqueror's Haki
Prerequisites: Roll a D100, on a 100 you are able to use this feat, otherwise you must pick a different feat or ability score improvement. You can only make this roll once.
You cain the ability to invoke your will upon others. You can use your action to force all creatures of your choice within 100 feet of you to make a wisdom saving throw, using your level as the DC. On a failed save, that creature falls unconscious for a number of minutes equal to the amount they failed the save by. On a successful save, the creature becomes immune to this ability for one day. If another creature has this feat, they may use their reaction to force you to make this same save, using their DC instead.
An example of Conqueror's Haki
If a creature rolls a 5 against a level 15 character's Haki, that creature is unconscious for 10 minutes.
Big Mom
Huge Human, Lawful Evil
- Armor Class 30, Natural Armor
- Hit Points 767 (35d20+400)
- Speed 30ft.
STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 30 (+10) 20 (+5) 14 (+2) 22 (+6)
- Saving Throws STR +16, CON +16, CHA +12
- Skills Athletics +16, Insight +11, Intimidation +12
- Damage Resistances Lightning, Fire
- Damage Immunities Bludgeoning, Piercing, and Slashing Damage from non magical weapons.
- Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
- Senses Passive Perception 21
- Languages Common, any one language
- Challenge 32 (210,000 XP)
Legendary Resistance. (4/Day) If Big Mom fails a saving throw, she can choose to succeed instead.
Magic Resistance. Big Mom has advantage on saving throws against spells and other magical effects.
Siege Monster. Big Mom deals double damage to objects and structures.
Soul Splitting. Big Mom's Soul is in four locations, One is herself, while the other three are her Bicorn Napoleon, her Sun Prometheus, and her Thunder Cloud Zeus. Therefore, she is immune to any spells that manipulate her soul until only one fragment is left.
Homie Creation. Big Mom can use any fragment of a soul given to her to give an object or creature the Homie quality.
Haki. Big Mom is capable of using all three types of Haki, the DC for her Conqueror's Haki is 24.
Caramel's Child. Big Mom has a portrait of Mother Caramel somewhere in her home. If this portrait is damaged in any way, Big Mom must succeed on a DC 20 Wisdom Saving throw or become vulnerable to all damage types for 1 Minute. If the portrait is destroyed completely, she fails the save automatically.
Actions
Multiattack. Big Mom can use her Frightful Presence or Soul Pocus. She then can make three attacks with her Great Sword.
Frightful Presence. Each creature of Big Mom’s choice within 120 feet of her and aware of her must succeed on a DC 18 Wisdom saving throw or become frightened or her for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Big Mom is within line of sight, ending the effect on itself on success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Big Mom’s Frightful Presence for the next 24 hours.
Soul Pocus. Big Mom targets one creature she can see that is frightened of her. That creature must make a DC 20 Wisdom saving throw. If they succeed, nothing happens to them. If they fail, they lose 10d10 years of their lifespan.
Great Sword. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit 32 (5d8+10) slashing damage.
Legendary Actions
Big Mom can take 4 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. Big Mom regains spent legendary actions at the start of her next turn.
Detect. Big Mom makes a Wisdom (Perception) check or uses her Observation Haki feat.
Great Sword. Big Mom makes a Great Sword attack.
Homie Command. (Costs 2 Actions) Big Mom can have any homie within 100 feet of her take one of their actions.
Ikoku Sovereignty. Big Mom unleashes an attack in a 100-foot line that is 10 feet wide. Each Creature in that line must make a DC 22 Dexterity saving thrwo, taking 81 (23d6) Piercing damage and 39 (11d6) Force Damage.
Napoleon
Large Homie, Lawful Evil
- Armor Class 20 (Natural Armor)
- Hit Points 102 (12d12+24)
- Speed 5 ft.
STR DEX CON INT WIS CHA 20 (+5) 2 (-4) 18 (+4) 15 (+2) 13 (+1) 17 (+3)
- Saving Throws CON +6, WIS +3
- Damage Resistances Fire, Lightning
- Damage Immunities Bludgeoning, piercing, and slashing damage
- Condition Immunities Charmed, Paralyzed, Poisoned
- Senses Passive Perception 11
- Languages Any Language known by his creator
- Challenge 3 (700XP)
Big Mom's Soul. As a piece of Big Mom’s soul, Napoleon is immune to anything that would alter his soul until only one fragment is left.
Big Mom's Sword. Strengthened by his connection to Big Mom, Napoleon can be wielded by her to deal more damage. If Big Mom successfully hits with her Great Sword Attack, Napoleon can use his reaction to double the damage delt.
Actions
Great Sword. Melee Weapon Attack. +5 to hit, reach 5ft., one target. Hit 12 (1d12+5) slashing damage.
Prometheus
Large Homie, Lawful Evil
- Armor Class 20 (Natural Armor)
- Hit Points 150 (10d20+45)
- Speed 5 ft., fly 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 14 (+2) 16 (+3) 19 (+4) 13 (+2)
- Saving Throws CON +6, WIS +8
- Damage Vulnerabilities Cold
- Damage Resistances Bludgeoning, piercing, and slashing damage from nonmagical weapons, Lightning
- Damage Immunities Fire
- Condition Immunities Charmed, Paralyzed, Poisoned
- Senses Passive Perception 17
- Languages Any Language known by his creator
- Challenge 10 (5,900 XP)
Big Mom's Soul. As a piece of Big Mom’s soul, Prometheus is immune to anything that would alter his soul until only one fragment is left.
Big Mom's Sun. As a burning sun, Prometheus can grant some extra abilities to Big Mom. When Big Mom makes a Great Sword Attack, Prometheus can use his reaction to cast Burning Hands, using Big Mom as the source of this spell.
Spellcasting. Prometheus' spellcasting ability is Wisdom (Spell Save DC 14). He can innately cast the following spells, requiring no material components:
- At Will: Burning Hands, Hellish Rebuke
- 3/Day: Fireball
- 1/Day: Fire Storm
Size Change. Prometheus can change his size between Huge, Gargantuan, and Colossal as an action. When he is Gargantuan or larger, Big Mom can ride on top of him, using his fly speed as her own speed on her turn.
Actions
Tackle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 21 (3d10+4) Fire Damage.
Zeus
Large Homie, Lawful Evil
- Armor Class 20 (Natural Armor)
- Hit Points 150 (10d20+45)
- Speed 5 ft., fly 70 ft.
STR DEX CON INT WIS CHA 10 (+0) 23 (+6) 13 (+1) 10 (+0) 13 (+1) 24 (+7)
- Saving Throws CON +5, WIS +5
- Damage Resistances Bludgeoning, piercing, and slashing damage from nonmagical weapons, Fire
- Damage Immunities Lightning
- Condition Immunities Charmed, Paralyzed, Poisoned
- Senses Passive Perception 11
- Languages Any Language known by his creator
- Challenge 10 (5,900 XP)
Big Mom's Soul. As a piece of Big Mom’s soul, Zeus is immune to anything that would alter his soul until only one fragment is left.
Spellcasting. Zeus is considered a 17th level spellcaster. Zeus’ spellcasting ability is Charisma (Spell Save DC 17). He can innately cast the following spells, requiring no material components:
- At Will: Shocking Grasp, Witch Bolt
- 2/Day: Call Lightning
- 1/Day: Chain Lightning
Big Mom's Thunder Cloud. As a living storm, Zeus can grant some extra abilities to Big Mom. When Big Mom makes a Great Sword Attack, Zeus can use his reaction to cast Shocking Grasp, Using Big Mom as the source of his spell.
Size Change. Prometheus can change his size between Huge, Gargantuan, and Colossal as an action. When he is Gargantuan or larger, Big Mom can ride on top of him, using his fly speed as her own speed on her turn.
Actions
Tackle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 21 (3d10+4) Lightning Damage.
Kaido
Huge Human, Lawful Evil
- Armor Class 30 (Natural Armor)
- Hit Points 717 (35d20+350)
- Speed 50ft., fly 70ft. (Dragon from only)
STR DEX CON INT WIS CHA 30 (+10) 15 (+3) 30 (+10) 20 (+5) 18 (+4) 18 (+4)
- Saving Throws STR+16, DEX+9, CON+16, WIS+10
- Skills Athletics +16, History +11, Intimidation +10, Perception +10 Survival +10
- Damage Resistances Lightning, cold, psychic, and poison
- Damage Immunities Fire, bludgeoning, piercing, and slashing damage from nonmagical weapons
- Condition Immunities Charmed, frightened, paralyzed, poisoned
- Senses Passive Perception 20
- Languages Common, Draconic, any one language
- Challenge 32 (210,000XP)
Legendary Resistance. (4/Day) If Kaido fails a saving throw, he can choose to succeed instead.
Magic Resistance. Kaido has advantage on saving throws against spells and other magical effects.
Siege Monster. Kaido deals double damage to objects and structures.
Shape Changer. Kaido can use his action to polymorph into a Gargantuan Dragon, or back into his Humanoid Form. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. He reverts back to his human form, if he dies.
Haki. Kaido is capable of using all three types of Haki, the DC for his Conqueror's Haki is 24.
Actions
Thunder Bagura. (Human form only) Melee Weapon Attack: +19 to hit, reach 5ft., one target. Hit: 95 (13ss12+10) bludgeoning damage. On a successful hit, the target must make a DC 20 Constitution saving throw. On a success, the target does not have to make this save again. On a failure, the target creature drops to 0 hit points.
Multiattack. (Dragon Form Only) Kaido can use his Frightful Presence. He then can make four attacks, one with his bite, two with his claws, and one with one of his elemental attacks.
Bite. (Dragon from only) Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 42 (5d12+10) piercing damage.
Claw. (Dragon from only) Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 32 (5d8+10) slashing damage.
Frightful Presence. Each creature of Kaido’s choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Kaido is within line of sight, ending the effect on itself on success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Kaido’s Frightful Presence for the next 24 hours.
Elemental Attack (Dragon form only) Kaido can use one of the following elemental attacks:
- Boro Breath. (Recharge 5-6) Kaido exhales fire in a 120-foot long, 15-foot wide line. Each creature in that area must make a DC 24 Dexterity saving throw, taking 105 (30d6) fire damage on a failed save, or half as much damage on a successful one.
- Lightning Strikes. (Recharge 4-6) Kaido exhales lightning in three 120-foot lines that are 5 feet wide. Each creature in these lines must make a DC 21 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.
- Slashing Winds. (Recharge 10) Kaido sends cutting winds in a 120-foot diameter centered on himself. Each creature in this area must make a DC 13 Dexterity saving throw, taking 137 (18d12+20) slashing damage on a failed save, or half as much damage on a successful one.
Legendary Actions
Kaido can take 4 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. Kaido regains spent legendary actions at the start of his next turn.
Detect. Kaido makes a Wisdom (perception) check or uses his Observation Haki feat.
Claw Attack. Kaido makes a claw attack.
Boro Breath. (Costs 4 Actions) Kaido can either make another Boro Breath attack, or automatically rechares it, if it is not already recharged.