One Piece V2 DM

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Chapter 1: Islands

Because the world of one piece is made up of an innumerable quantity of small islands spread out between a few large islands, islands will be used for a large part of the land exploration portion of each campaign. Islands in the Four Blues and Grand Line may vary in size, climate, and culture, with the latter having much more variety and extremes between each.

Discovering new islands will provide player crews with information, quests, resources, and possible adventure and treasure. Island generation will be vital to keeping players occupied when docking and exploring between sea travel (See the "Ships and Sailing" section for more information on sea travel).

Island Generation

To easily create an island, the DM might decide to come up with an concept on their own or generate one randomly. In either case, using the tables and guide below will help aid in the process of generating islands for one's own campaign.

Measuring an Island

The size of an island might range from less than a square mile to thousands of square miles in size in the Four Blue Seas. When entering the Grand Line, Red Line aside, most islands are much smaller than the continent-sized islands found in the Four Blues. For comparison and scale, you might consider making the size of islands throughout most regions of the One Piece world similar in size or population to the variety of islands in the Bahamas or Caribbean on Earth.

Use the Island Size table below to determine what size the island might be.

Island Size

1d6 Size Area Population
1 Diminutive < 1 Sq. Mile 5d10 Citizens
2 Tiny 1d4 Sq. Miles 10d10 Citizens
3 Small 5d10 Sq. Miles 10d10 x 10 Citizens
4 Medium 3d10 x 10 Sq. Miles 5d10 x 100 Citizens
5 Large 5d10 x 100 Sq. Miles 10d10 x 1,000 Citizens
6 Colossal > 10,000 Sq. Miles > 1 million citizens

Island Terrain and Climate

The terrain of an island determines the physical features and the climate it may have. On the Grand Line, the terrain type of each island is usually static and the season remains the same year-round. Larger islands may have several types of terrain or climate across, so roll multiple times if this is the case. Use the table below to determine terrain and climate.

Terrain Type

1d10 Terrain Climate
1 Beach Tropical
2 Forest Moderate
3 Jungle Tropical
4 Desert Dry
5 Plains Moderate
6 Hills Moderate
7 Mountainous Cold
8 Swamp Humid
9 Volcanic Hot
10 Tundra Cold

Island Seasons

The seasons of each island outside the grand line is dependent on its location and climate, but will usually rotate normally between Spring, Summer, Fall, and Winter. In the grand line, however, seasons may remain static or change rapidly at a highly unusual rate. For example, some islands may rotate between seasons every week.

To determine the current season on an island, you may roll a 1d4 (1 - Spring, 2 - Summer, 3 - Fall, 4 - Winter) and use the result. You might decide islands on the grand line have extreme climate changes as a result of each season as well. For example, a Jungle Island might be perpetually stuck in winter, making it a highly unusual Frost Jungle Island.

Society and Culture

The populations of each island may have a variety of different races, belief systems, ethnicities, culture, and alignments. Alongside these factors, the level of support an island has for pirates versus the navy or world government may also differ. To determine how to run each island's society and culture, use this section as a guide.

Races

Most islands throughout the world are inhabited and ruled by humans, with other races occasionally making up the small minority of an island's population. However, occasionally there can be rare and hidden islands inhabited by non-human races found in the grand line or other corners of the planet. Roll a 1d20 for each island, and on a roll of 1 the island is inhabited by one of the races on the table below.

*Human variants may be similar to humans, but have distinct characteristics that make them slightly different. For example, the Kuja Tribe, Torino Tribe, and Kumate Tribe are basically humans with very extreme differences in appearance and behavior.

Race Table

d10 Race
1 *Human Variant
2 Fish-Men
3 Merfolk
4 Sky Islanders
5 Minks
6 Yokai Tribesmen
7 Cyborgs
8 Dwarves
9 Giants
10 Mix of Races

Cities and Settlements

Since the One Piece world is so divided and disconnected, the culture and apparent time era of each island may also vary greatly across regions. Unless an island is uninhabited, a city will usually have a number of settlements equal to each size the island is over "Small" (at least 1), but it is ultimately up to the DM.

Use the table below to determine the settlement's culture. You may use multiple different cultures or combine cultures together to create unique populations of people.

Culture Type

d12 Culture
1 Tribal
2 Western Medieval
3 Renaissance
4 Eastern Traditional
5 Middle Eastern
6 European
7 African
8 Modern Urban
9 Rural
10 Entertainment & Resorts
11 Militaristic
12 Futuristic

Placement of Settlments

Islands with multiple human or nonhuman populations may have their cities and settlemnts located in different regions. The table below can be used to determine the type of a settlement and where it is placed.

Settlement Location Types

d6 Settlement Type
1 Coastal Harbor
2 Fortified Inland
3 Agricultural
4 High Altitude
5 Fortress or Military Base
6 Around River, Lake or Swamp/Marsh
CHAPTER 1 | ISLANDS

Island Faction and Military

If an island's size is "small" or larger, it usually requires a military of some sort to defend against invaders. Some islands are defenseless, however, and rely on defending themselves against pirate and raiders. If an island is controlled by a certain faction (e.g. pirates or marines), it tends to have a certain alignment and level of support for that faction based on how the citizens are treated by said faction.

The alignment of an island's general populace is determined by what faction influences it. There are rare exceptions to this rule, however. Sometimes lawful pirates or evil marines may take control over an island, changing the island's alignment to whatever fits at the DM's discretion.

The level of support an island's population has for the ruling faction is randomly determined. If 60% or more of an island's population supports the faction controlling it, the population is considered to be in favor of their rule. If 40% of the population or less support the faction, the faction is generally disliked by the island. Any percentage in-between means the island feels generally indifferent or neutral toward the ruling faction.

Roll on the table below to determine what type of faction and military controls or protects an island.

Military Type

1d6 Faction Allignment % Support
1 None - -
2 Independent Military Any 10d10
3 Marines Lawful Good 10d10
4 Pirates Any Chaotic 10d10
5 Revolutionaries Neutral Good 10d10
6 World Government Any Lawful 10d10

Military Bases

If an island is controlled by a faction military, it will have at least one fortress near any settlements or cities on the island. Marines, World Government, and independent militaries will normally have a fortress or barracks, pirates will have a cove, and revolutionaries will operate in a hidden or secret base.

The number of units a faction has in its forces is determined by the population of the island. Roughly 10% of the island's total population will be members of its ruling faction. These faction members are able to fight and serve the faction its supporters at any given time.

In addition, the number and size of the faction's bases and ships can be determined by the overall number of faciton members on the island. For example, use crew size of a ship under the "Ships and Sailing" section to estimate how many ships and what size of ship would be needed to mobilize the faction members on an island.

Player Reputation & Intrigue

Sometimes players attempting to befriend an island's populace isn't so easy, especially if there are alignment differences between the players crew and an island. Additionally, if an island's faction members are directly opposed to the faction the players are a part of (e.g. marines hate pirates and vice versa), they may attempt to locate and capture the players. And if the player crew has a bad enough reputation on an island, they may launch an all-out witch hunt or assault onto the players after some time.

Reputation

As mentioned in chapter 4 of the Unofficial One Piece D&D Player's Guide under the "Inspiration Dice Alternative: Pirate Prestige" section, a crew will normally enter each island with a certain level of reputation.

The reputation score a crew starts at on an island that isn't in direct opposition to them is 5. This number increases by 1 for each famous and well-liked character on the crew (e.g. celebrity or world-class performer). If the island is ruled by a faction that directly opposes the players, their reputation score starts at 1. The only way to get crew reputation score up past 1 is by spending a week undetected by enemy faction members on the island, in which case crew reputation score increases to 2, or by swaying the minds of locals through the completion of quests done for them or by defending against invaders. See "Increasing Reputation" for more information on this.

Player Reputation

Island Size Maximum Reputation
Diminutive to Small 20
Medium 30
Large 50
Colossal 100

Increasing Reputation

To further increase the crew's reputation on an island, the crew can use "Pirate Prestige" abilities and points to automatically increase their reputation if their current reputation score is above 1.

Another way to increase reputation is to complete quests for local or defend against invaders. For every quest completed by a player character, their crew's reputation score increases by 1d6. If a player crew successfully defends an island from pirates, marines, or enemy invaders, the crew's reputation score increases by 10.

Using Reputation

Reputation has many uses when the crew has a high reputation score on an island. If a crew's reputation is 1, they will be unable to use reputation points at all. If a crew's reputation score is higher than 10, they can spend 1 reputation point to ask for a small favor from locals or friendly faction members on the island. For larger favors, 5 or more points will need to be expended.

If a crew has a reputation score equal to more than half of the maximum of an island, players can stage citizen revolution against an enemy faction if the population isn't in favor of its ruling faction. In exchange, the population will demand protection against invaders from the player crew. If the revolution succeeds, the ruling faction is overthrown and the island will begin flying the player crew's flag.

CHAPTER 1 | ISLANDS

Example Island Map (Medium Island)

Chapter 2: Ships and Sailing

This section borrows heavily from the Wizards of the Coast UA "Of Ships and the Sea" document. Detailed here is all the information you might need to use for ship creation, ship stats, and mechanics on seafaring, travel, and ship combat. Prices of ships and additional details are given in Chapter 5 of the Unofficial One Piece D&D Player's Guide.

Ship Stat Blocks

A ship's stats provide information that can be used for combat and defensive or offensive capabilities. While unmanned or without a crew, a ship cannot take actions or use offensive abilities unless specific exceptions are made.

Basic Statistics

Size

Ships can range in size from Large to Gargantuan. A ship that is between 10 and 14 feet in length or width would be counted as large vessel, a ship that is between 15 and 19 feet in length or width would be counted as huge vessel, and a ship equal to or larger than 20 feet would be counted as a gargantuan vessel.

Space

A ship doesn't have a square space unless its stat block specifies otherwise. For example, a ship that is 20 feet long and 10 feet wide occupies a 20-by-10-foot space.

A ship can't move into a space that is too small to accomodate it. If it tries to do so, it crashes, as described later in the "Crashing" section.

Crew Maximum

A ship's stat block determines how many crew members it needs to run the ship efficiently. This assumes crew members are medium or smaller creatures. If a creature is large, it counts as four crew members. If a creature is huge, it counts as nine crew members. If a creature is gargantuan, it counts as 20 crew members or more (up to DM discretion).

Fuel engines are another way to automate your ship's functions without a need for a large crew. Fuel engines fill a certain number of crew slots based on its type (See "Ship Upgrades"), however they also require fuel to function (See "Fueling Your Ship").

Any additional crew members over the crew maximum are counted as passengers. If the ship holds more than the crew max and passenger limit, the ship becomes cramped and all movement on the ship is halved for the duration that it remains cramped. Creatures may also be pushed off the ship, suffocated, or trampled while the ship is cramped.

Capacity

Indicated by the ship's stat block, the capcity of a ship determines how much cargo and creature weight it can carry. Once over weight capacity, the ship will move at half speed, rolls made to maneuver the boat will be made at disadvantage, and it may possibly capsize.

Upgrade Slots

The number of upgrade slots that can be used on a ship is determined by its stat block. Upgrade components can be added when a ship has upgrade slots available (See "Ship Upgrades"). Additional upgrade slots can be added during the ship's initial construction.

Special Vehicles

Special vehicles are rare vehicles indicated by their type on their stat block. These vehicles are typically either exotic, extremely powerful, or limited in number, making them far more difficult to find. Special vehicles cannot be purchased from ordinary vendors, and are only available for sale in specific locations determined by the DM.

Blueprints

To build special vehicles or special components, blueprints will be required before attempting the building process. Blueprints might be found in certain locations or be available for high prices or in exchange for favors from specific NPCs, determined by the DM.

Ability Scores

A ship has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers.

A ship's strength represents its size and weight. Dexterity represents a ship's ease of handling. A ship's constitution covers it durability and the quality of its construction. Ships will typically have a score of 0 in Intelligence, Wisdom, and Charisma unless it becomes sentient over time as the crew bonds it with or lends it a devil fruit.

If a ship has a 0 in a score, it automatically fails any ability check or saving throw that uses that score.

Vulnerabilities, Resistances, and Immunities

A ship's vulnerabilities, resistances, and Immunities apply to all its components, unless otherwise noted in the stat block. Typically ships will be immune to poison and psychic damage. A sentient ship may be capable of taking psychic damage, however. Ships crafted from metal or stone are also normally immune to necrotic damage. They are also immune to the following conditions unless they are sentient (in which case, the DM chooses which immunities to apply): blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, and unconscious.

Sentience

A ship will become sentient if it consumes a zoan-type devil fruit, becomes influenced by the effects of a devil fruit that might grant it sentience, or develops a soul from the love of its crew.

A ship will slowly develop a soul as its crew bonds with it over several voyages between islands. At the end of each voyage, every member of the crew must roll a Charisma check (DC 10 for a Large or Huge ship, DC 15 for a Gargantuan ship, and DC 20 for a Battleship). If more than half of the crew succeeds on this check, then the entire check is considered a success. After 3 total successes, the ship begins to develop a soul (see below). The DM may choose to withhold what these rolls are being used for.

Alternatively, the ship may develop a soul or personality from eating a zoan-type devil fruit. By feeding a devil fruit to a ship, it will become sentient in the same way it would be listed above.

Once the ship becomes sentient, it may begin speaking telepathically with its crew or others boarding it. However, because it is likely to be infantile at first, it won't be noticeably intelligent, aware, or charismatic. Its Intelligence, Wisdom, and Charisma scores are all set to 8. While these scores are set to 8, the ship will only be able to form simple sentences and possesses a limited vocabulary based on what words it learns from its crew.

Starting from the point it becomes sentient, the ship will also be able to grow with its crew along the journey. Each time the crew levels up from here on out, so does the ship. While boarding the ship after the crew has leveled up at least once, the crew will be able to spend ability score points (2 per level up since the crew last boarded the ship) to increase the ship's Intelligence, Wisdom, or Charisma scores.

In addition, the ship can be given inspiration dice at the start of each voyage or whenever the DM decides. This inspiration dice may be used to allow for a re-roll on any ability check or saving throw made by the ship.

Sentient Skills

While the ship is sentient it can use a number of different skills on its own without needing to be operated or boarded by a crew:

Rescue Crew (Intelligence 12 or higher). A sentient ship that knows its crew is in danger will attempt to sail itself to go save them. Whether it succeeds in doing so depends on the skill checks made by the ship to do so (determined by the DM). This can only be done once per day.

Supernatural Awareness (Wisdom 12 or higher). A sentient ship is roughly aware of who enters and leaves the ship at all times. It can use this awareness to inform its crew if any creature might be sneaking around on the ship or of any potential sabotage. How precise this awareness is depends on the Wisdom score of the ship and any Wisdom checks made by the ship.

Inspiring Chant (Charisma 12 or higher). A sentient ship that has developed a deep bond with its crew is able to inspire and push them to their limits. If a crew member is within 30 feet of the ship, the ship may use an action on its own to help motivate and inspire them. The inspired crew member gains advantage on the next ability check they make. This can be used a number of times equal to the captain's proficiency modifier, and it regains all uses once the crew completes a long rest.

CHAPTER 2 | SHIPS AND SAILING

Components

A ship is composed of different components:

Hull. A ship's hull is its basic frame, on which the other components are mounted.

Control. A control component is used to steer a ship.

Movement. A movement component is the element of the ship that enables it to move, such as a set of sails or oars.

Weapon. A ship capable of being used in combat has one or more weapon components, each of which is operated separately.

A ship's components might have special rules, as described in the stat block.

Armor Class

A component has an Armor Class. Its AC is meant to reflect its size, the materials used to construct it, and any defensive plating or armor used to augment its toughness.

Hit Points

A ship component is destroyed and becomes unusable when it drops to 0 hit points. A ship is wrecked if its hull is destroyed.

A ship component does not have Hit Dice.

Damage Threshold

If a ship component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the component's hit points.

Building a Ship

If a crew desires, they may choose to build a ship or vehicle of their own with the help of a shipwright or shipbuilder. In any case, a shipwright that is proficient in managing or building vehicles will be able to spend a number of days building and assembling their dream ship.

The cost of building a ship will be equal to 80% of the listed cost of the desired ship type, since the price of labor is taken off the total and only the materials, parts, and special tools need to be purchased. If the ship is listed as a "special vehicle", a shipwright cannot build it until they have acquired the blueprints or any special materials required to do so. Additionally, building a special vehicle requires paying 100% of the listed cost instead.

The process of building a ship can be long, strenuous, and risky. Many mishaps may happen, and whole parts can break or might even require replacements. However, the upside of building a ship is that if it is properly crafted by a superior shipwright, it will look and function even greater than an average ship of its type.

Building process

Once all the required parts and materials are gathered in one place, a proficient shipwright or shipbuilder will be able to begin the ship building process:

The time it takes to build the ship is determined by the Constitution score of the type of desired vehicle on its stat block. If the constitution score is 11 or less, it will take 1 day to build. If the constitution score is 12 or 13, it will take 1 week to build. If the constitution score is 14 to 17, it will take a month and an additional month for each point over 14 to build. If the Constitution score is 18 or higher, it will take a year plus an additional year for each point over 18 to build. This time is halved for each additional proficient shipwright or shipbuilder that helps work on the vehicle until completion.

The construction period is considered downtime, but most of this downtime must be spent working on the ship each day. During this time, a number of skill checks must be made by the head shipwright to determine how successful the construction process is. The number of successful checks that need to be made is equal to 1 + its Constitution modifier on its stat block. The DC of each check is equal to the Constitution score of the vehicle (Minimum of DC 10). Each additional shipwright or shipbuilder working on the ship adds a +1 bonus to these checks (maximum of +5). These checks cannot be changed or given advantage/disadvantage by short-term skills or other abilities unless they are specifically related to the process of the shipbuilding, as it involves many different actions being done over a long period of time.

If a successful check is made, one success is counted. A critical success counts as 2 successes. If the check succeeds by 5 or more, it is a major success and you may roll on the "Major Shipbuilding Success" table to decide what buffs are applied to a random ship component.

If the check fails, one failure is counted. A critical failure is counted as 2 failures. If the check fails by 5 or more, it is a major failure and you must roll on the "Major Shipbuilding Failure" table to determine what penalties are applied to a random ship component. Once a component accumulates 3 or more major failures, it falls to 0 hit points and needs to be repaired. If 3 total failed checks or more are counted, the ship needs to be rebuilt from scratch all over again, effectively doubling the building time.

Once a number of successes equal to the 1 + the ship's Constitution modifier are counted over the total course of the required building period, the ship is finished and ready for use (using the stat blocks below).

Major Shipbuilding Success Table

d4 Success Type
1 Hard Material: Component gains 1d4 bonus to its damage threshold
2 Dense Coating: Component gains a +1 bonus to AC (Max 20)
3 Well-Assembled: Component gains 1d12 maximum hit points.
4 Flawless Design: Any critical hit against the component becomes a normal hit.

Major Shipbuilding Failure Table

d4 Failure Type
1 Brittle Material: If a component has a damage threshold, it is decreased by 1d4.
2 Cracked exterior: Component loses 1 AC (Min 10)
3 Poorly Assembled: Component loses 1d12 maximum hit points.
4 Exposed Weakpoint: Attacks made against the component have advantage.

Sample Stat Blocks

Here are some example ship stat blocks of ships you can purchase or attain (availability and price list also included in Chapter 5 of the Unofficial One Piece D&D Player's Guide).


Waver

Medium special vehicle (5 ft. by 3 ft.)


  • Cost ฿5,000,000
  • Upgrade Slots 0
  • Crew Maximum 1 crew, 1 passenger
  • Cargo Capacity 0.2 tons
  • Travel Pace 25 miles per hour

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Hull

Armor Class. 11

Hit Points. 50


Control and Movement: Dial

Armor Class. 12

Hit Points. 25

Locomotion (water). large breath dial, speed 60 ft.

Move up to its speed, with one 90-degree turn. Without the breath dial, the waver's speed is 0.

The large breath dial on a waver holds a charge that allows for up to 50 miles of movement before it needs to be recharged. Recharging a dial can be done by allowing the waver or dial to rest for up to 8 hours without interruption. Additionally, this dial can be replaced by another large breath dial if it is lost or broken.


Actions

On its turn, the waver can move using its control and one movement component, and attack with any weapons it has.



Rowboat

Large vehicle (10 ft. by 5 ft.)


  • Cost ฿500,000
  • Upgrade Slots 1
  • Crew Maximum 2 crew, 2 passengers
  • Cargo Capacity 0.25 tons
  • Travel Pace 3 miles per hour (24 miles per day)

STR DEX CON INT WIS CHA
11 (+0) 8 (-1) 11 (+0) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Hull

Armor Class. 11

Hit Points. 50


Control and Movement: Oars

Armor Class. 12

Hit Points. 25

Locomotion (water). oars, speed 15 ft.

Move up to its speed, with one 90-degree turn. Without the oars, the rowboat's speed is 0.


Actions

On its turn, the rowboat can move using its control and one movement component, and attack with any weapons it has.


CHAPTER 2 | SHIPS AND SAILING

Sloop

Gargantuan vehicle (60 ft. by 20 ft.)


  • Cost ฿30,000,000
  • Upgrade Slots 3
  • Crew Maximum 3 crew, 4 passengers
  • Cargo Capacity 0.5 tons
  • Travel Pace 3 miles per hour (72 miles per day)

STR DEX CON INT WIS CHA
16 (+3) 7 (-2) 13 (+1) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Hull

Armor Class. 15

Hit Points. 100 (damage threshold 10)


Control: Helm

Armor Class. 12

Hit Points. 50

Controls movement components, with one 90-degree turn. If the helm is destroyed, the sloop can't turn.


Movement: Sails

Armor Class. 12

Hit Points. 100; -5 ft. speed per 25 damage taken

Locomotion (water). sails, speed 25 ft.; 15 ft. while sailing into the wind; 35 ft. while sailing with the wind


Weapon: Cannon

Armor Class. 15

Hit Points. 50

Ranged Weapon Attack: +6 to hit, reach 120/480 ft., one target. Hit: 16 (3d10) bludgeoning damage

Sloops typically include a cannon only when they are equipped for combat.


Actions

On its turn, the sloop can move using its control and one movement component, and attack with its weapons. If it has half its crew or fewer, it moves at half speed and can't use its cannon.



Caravel

Gargantuan vehicle (70 ft. by 20 ft.)


  • Cost ฿50,000,000
  • Upgrade Slots 5
  • Crew Maximum 8 crew, 10 passengers
  • Cargo Capacity 10 tons
  • Travel Pace 4 miles per hour (96 miles per day)

STR DEX CON INT WIS CHA
18 (+4) 7 (-2) 15 (+2) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Hull

Armor Class. 15

Hit Points. 150 (damage threshold 10)


Control: Helm

Armor Class. 15

Hit Points. 50

Controls movement components, with one 90-degree turn. If the helm is destroyed, the caravel can't turn.


Movement: Sails

Armor Class. 12

Hit Points. 100; -5 ft. speed per 25 damage taken

Locomotion (water). sails, speed 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind


Weapon: Cannon (2)

Armor Class. 15

Hit Points. 50

Ranged Weapon Attack: +6 to hit, reach 120/480 ft., one target. Hit: 16 (3d10) bludgeoning damage


Actions

On its turn, the caravel can move using its control and one movement component, and attack with its weapons. If it has half its crew or fewer, it moves at half speed and can only use half its weapons (rounded down).


CHAPTER 2 | SHIPS AND SAILING

Submarine

Gargantuan special vehicle (80 ft. by 20 ft.)


  • Cost ฿600,000,000
  • Upgrade Slots 6
  • Crew Maximum 20 crew, 10 passengers
  • Cargo Capacity 1 ton
  • Travel Pace 5 miles per hour (120 miles per day)

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 0 0 0

  • Damage Immunities poison, psychic, necrotic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Hull

Armor Class. 18

Hit Points. 300 (damage threshold 15)


Control: Helm

Armor Class. 18

Hit Points. 50

Controls movement components, including the ability to ascend or descend into deep waters, with one 90-degree turn. If the helm is destroyed, the submarine can't turn.

Additionally, the submarine detects all objects and creatures within 300 ft using sonar detection and can relay the information to a screen in the helm, as if using blindsight. If the helm is destroyed, the submarine can no longer detect anything using sonar.


Movement: Propellers (2)

Armor Class. 15

Hit Points. 100; -10 ft. speed per 25 damage taken

Locomotion and Diving (water). two propellers, speed 45 ft.


Weapon: Cannon (4)

Armor Class. 15

Hit Points. 50

Ranged Weapon Attack: +6 to hit, reach 120/480 ft., one target. Hit: 16 (3d10) bludgeoning damage


Actions

On its turn, the submarine can move using its control and one movement component, and attack with its weapons. If it has half its crew or fewer, it moves at half speed and can only use half its weapons (rounded down).



Cog

Gargantuan vehicle (70 ft. by 20 ft.)


  • Cost ฿100,000,000
  • Upgrade Slots 6
  • Crew Maximum 20 crew, 20 passengers
  • Cargo Capacity 50 tons
  • Travel Pace 4 miles per hour (96 miles per day)

STR DEX CON INT WIS CHA
20 (+5) 7 (-2) 16 (+3) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Hull

Armor Class. 15

Hit Points. 250 (damage threshold 15)


Control: Helm

Armor Class. 18

Hit Points. 50

Controls movement components, with one 90-degree turn. If the helm is destroyed, the cog can't turn.


Movement: Sails

Armor Class. 12

Hit Points. 100; -5 ft. speed per 25 damage taken

Locomotion (water). sails, speed 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind


Weapon: Cannon (2)

Armor Class. 15

Hit Points. 50

Ranged Weapon Attack: +6 to hit, reach 120/480 ft., one target. Hit: 16 (3d10) bludgeoning damage


Actions

On its turn, the cog can move using its control and one movement component, and attack with its weapons. If it has half its crew or fewer, it moves at half speed and can only use half its weapons (rounded down).


CHAPTER 2 | SHIPS AND SAILING

Brig

Gargantuan vehicle (80 ft. by 20 ft.)


  • Cost ฿150,000,000
  • Upgrade Slots 7
  • Crew Maximum 50 crew, 30 passengers
  • Cargo Capacity 100 tons
  • Travel Pace 5 miles per hour (120 miles per day)

STR DEX CON INT WIS CHA
20 (+5) 7 (-2) 17 (+3) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Hull

Armor Class. 15

Hit Points. 300 (damage threshold 15)


Control: Helm

Armor Class. 18

Hit Points. 50

Controls movement components, with one 90-degree turn. If the helm is destroyed, the brig can't turn.


Movement: Sails

Armor Class. 12

Hit Points. 100; -5 ft. speed per 25 damage taken

Locomotion (water). sails, speed 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind


Weapon: Cannon (2)

Armor Class. 15

Hit Points. 50

Ranged Weapon Attack: +6 to hit, reach 120/480 ft., one target. Hit: 16 (3d10) bludgeoning damage


Weapon: Carronade

Armor Class. 15

Hit Points. 30

Ranged Weapon Attack: +6 to hit, reach 120/480 ft., one target. Hit: 11 (2d10) bludgeoning damage


Actions

On its turn, the brig can move using its control and one movement component, and attack with its weapons. If it has half its crew or fewer, it moves at half speed and can only use half its weapons (rounded down).



Carrack

Gargantuan vehicle (130 ft. by 20 ft.)


  • Cost ฿300,000,000
  • Upgrade Slots 8
  • Crew Maximum 100 crew, 40 passengers
  • Cargo Capacity 150 tons
  • Travel Pace 3 miles per hour (72 miles per day)

STR DEX CON INT WIS CHA
22 (+6) 4 (-3) 18 (+4) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Hull

Armor Class. 15

Hit Points. 400 (damage threshold 20)


Control: Helm

Armor Class. 16

Hit Points. 50

Controls movement components, with one 90-degree turn. If the helm is destroyed, the carrack can't turn.


Movement: Sails

Armor Class. 12

Hit Points. 100; -5 ft. speed per 20 damage taken

Locomotion (water). sails, speed 25 ft.; 15 ft. while sailing into the wind; 35 ft. while sailing with the wind


Weapon: Cannon (2)

Armor Class. 15

Hit Points. 50

Ranged Weapon Attack: +6 to hit, reach 120/480 ft., one target. Hit: 16 (3d10) bludgeoning damage


Weapon: Large Cannon (2)

Armor Class. 15

Hit Points. 100

Ranged Weapon Attack: +5 to hit, reach 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 16 (5d10) bludgeoning damage


Actions

On its turn, the carrack can move using its control and one movement component, and attack with its weapons. If it has half its crew or fewer, it moves at half speed and can only use half its weapons (rounded down).


CHAPTER 2 | SHIPS AND SAILING

Galleon

Gargantuan vehicle (150 ft. by 30 ft.)


  • Cost ฿500,000,000
  • Upgrade Slots 10
  • Crew Maximum 200 crew, 150 passengers
  • Cargo Capacity 500 tons
  • Travel Pace 4 miles per hour (96 miles per day)

STR DEX CON INT WIS CHA
26 (+8) 7 (-2) 20 (+5) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Hull

Armor Class. 15

Hit Points. 600 (damage threshold 20)


Control: Helm

Armor Class. 18

Hit Points. 100

Controls movement components, with one 90-degree turn. If the helm is destroyed, the galleon can't turn.


Movement: Sails

Armor Class. 12

Hit Points. 100; -5 ft. speed per 20 damage taken

Locomotion (water). sails, speed 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind


Weapon: Cannon (6)

Armor Class. 15

Hit Points. 50

Ranged Weapon Attack: +6 to hit, reach 120/480 ft., one target. Hit: 16 (3d10) bludgeoning damage


Weapon: Large Cannon (2)

Armor Class. 15

Hit Points. 100

Ranged Weapon Attack: +5 to hit, reach 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 16 (5d10) bludgeoning damage


Actions

On its turn, the galleon can move using its control and one movement component, and attack with its weapons. If it has half its crew or fewer, it moves at half speed and can only use half its weapons (rounded down).



Man-O-War

Gargantuan special vehicle (200 ft. by 30 ft.)


  • Cost ฿1,000,000,000
  • Upgrade Slots 11
  • Crew Maximum 400 crew, 300 passengers
  • Cargo Capacity 1,000 tons
  • Travel Pace 3 miles per hour (72 miles per day)

STR DEX CON INT WIS CHA
28 (+9) 4 (-3) 20 (+5) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Hull

Armor Class. 15

Hit Points. 1000 (damage threshold 20)


Control: Helm

Armor Class. 16

Hit Points. 50

Controls movement components, with one 90-degree turn. If the helm is destroyed, the man-o-war can't turn.


Movement: Sails

Armor Class. 12

Hit Points. 100; -5 ft. speed per 20 damage taken

Locomotion (water). sails, speed 25 ft.; 15 ft. while sailing into the wind; 35 ft. while sailing with the wind


Weapon: Cannon (10)

Armor Class. 15

Hit Points. 50

Ranged Weapon Attack: +6 to hit, reach 120/480 ft., one target. Hit: 16 (3d10) bludgeoning damage


Weapon: Large Cannon (4)

Armor Class. 15

Hit Points. 100

Ranged Weapon Attack: +5 to hit, reach 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 16 (5d10) bludgeoning damage


Ram

Armor Class. 18

Hit Points. 100 (threshold 10)

The vehicle has advantage on all saving throws and checks relating to crashing when it crashes into a creature or object. Any damage it suffers from the crash is instead applied to the ram. These benefits do not apply if another vehicle crashes into the vehicle.


Actions

On its turn, the man-o-war can move using its ccontrol and one movement component, and attack with its weapons. If it has half its crew or fewer, it moves at half speed and can only use half its weapons (rounded down).


CHAPTER 2 | SHIPS AND SAILING

Battleship

Gargantuan special vehicle (300 ft. by 50 ft.)


  • Cost ฿3,000,000,000
  • Upgrade Slots 12
  • Crew Maximum 1000 crew, 500 passengers
  • Cargo Capacity 10,000 tons
  • Travel Pace 4 miles per hour (96 miles per day)

STR DEX CON INT WIS CHA
28 (+9) 4 (-3) 20 (+5) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Hull

Armor Class. 15

Hit Points. 1000 (damage threshold 20)


Seastone Bottom

Incorporates seastone onto the bottom of the ship. This allows the ship to pass by underwater sea beasts, sea kings, and other sea creatures undetected, making it possible to cross over the calm belt.


Huge Fuel Engine

Armor Class. 16

Hit Points. 100

Counts as 50 crew members and gives power to movement components that require an engine. Requires fuel (See the "Fueling Your Ship" section).


Control: Helm

Armor Class. 16

Hit Points. 50

Controls movement components, with one 90-degree turn. If the helm is destroyed, the battleship can't turn.


Movement: Sails

Armor Class. 12

Hit Points. 100; -5 ft. speed per 20 damage taken

Locomotion (water). sails, speed 25 ft.; 15 ft. while sailing into the wind; 35 ft. while sailing with the wind


Movement: Paddle-Wheel

Armor Class. 12

Hit Points. 100; -10 ft. speed per 25 damage taken

Locomotion (water). paddle-wheel, speed 35 ft. when powered by at least one huge engine.


Weapon: Large Cannon (14)

Armor Class. 15

Hit Points. 100

Ranged Weapon Attack: +5 to hit, reach 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 16 (5d10) bludgeoning damage


Actions

On its turn, the battleship can move using its control and one movement component, and attack with its weapons. If it has half its crew or fewer, it moves at half speed and can only use half its weapons (rounded down).


Ship Upgrades

In addition to being able to build a ship, skilled shipwrights may be able to add additional components or weapons to their ship. Upgrade components may vary in price, especially if they are rare. However, sample prices are provided for each upgrade component. Additionally, a crew will need to pay a shipbuilder to upgrade their ship with a new component unless they have access to a shipwright on their crew. A shipwright will be proficient in any checks required to upgrade the ship with a new component.

Building a component from scratch requires paying its component cost in tools and materials. Special components and their materials aren't normally available for purchase from common shops or shipyards. Building individual special components requires special knowledge or blueprints of the component and rare materials.

Upgrading a ship requires the ship to have empty upgrade slots available. If the ship stat block does not list it has any upgrade slots available, it will not be possible to add new components to it unless the upgrade component states otherwise. Alternatively, a currently existing component on a ship can be replaced with an upgrade component. A currently existing component frees 1 upgrade slot when removed or can be replaced by an identical component. The hull can not be replaced on a ship if it has already been assembled, but can be added during the construction process by adding the upgrade cost to the total ship construction cost.

Installing Upgrades

If a ship is taken to a shipyard, a shipbuilder will always succeed on upgrading the ship. If the ship is being upgraded by a shipwright in the crew, they will be able to undergo the upgrading process to add a new component.

The upgrading process requires a set amount of downtime for the shipwright to work on the ship and install the upgrade components. The time it takes to upgrade the ship with the component is determined by the component type and how successful the shipwright is in installing the part. When a check is made to install a part, the roll must succeed on the DC listed by the component. The type of check is determined by the skill needed to add to the component (a cannon might require a strength check to carry and place, sails may require a dexterity check to properly align, etc.) and a shipwright will always add their proficiency bonus to these rolls.

If a successful check is made, the upgrade component is added to the ship with no issues. If the check succeeds by 5 or more, or is a critical success, you may roll on the "Major Shipbuilding Success" table to decide what buffs are applied to the component. You cannot have more than 3 major successes on a component.

If the check fails, the upgrade component is not added to the ship. Instead, the time spent adding the component is wasted and another check must be made. If the check fails by 5 or more, or is a critical fail, you must roll on the "Major Shipbuilding Failure" table to determine what penalties are applied to the component. If the component receives 3 major failure penalties, the component drops to 0 hit points and needs to be repaired.

For each additional shipwright working on the ship there is a +1 bonus made to any checks to install an upgrade component, up to a maximum of +5.

Medium components. A medium component takes 1 hour for each check to install, and requires one successful DC check for each upgrade slot.

Large components. A large component takes 8 hours for each check to install, and requires one successful DC check for each upgrade slot.

Huge components. A huge component takes 1 day for each check to install, and requires one successful DC checks for each upgrade slot.

Gargantuan components. A gargantuan component takes 1 day for each check to install, and requires two successful DC checks for each upgrade slot.

*Special components take double the time to install.

Movement Components

Dial Upgrade

Component Type. Special Medium

Upgrade DC. 12 (requires dial proficiency)

Component Cost. ฿5,000,000 + 5% of ship cost.

Upgrade slots required. 1

Armor Class. 12

Hit Points. 25

Locomotion (water). large breath dial or jet dial, adds speed to one movement component; speed +60 ft. if attached to a medium vehicle; +30 ft. if attached to a large vehicle; +15 ft. if attached to a huge vehicle; and +10 ft. if attached to a gargantuan vehicle; stacking with each additional dial attached (maximum bonus +60 ft.) Adds 1 mph bonus to travel pace for every +10 ft bonus.

A dial will run for up to 2 hours before it needs to be recharged for 8 hours.

Oars Upgrade

Component Type. Large

Upgrade DC. 10

Component Cost. ฿100,000 + 5% of ship cost.

Upgrade slots required. 1

Armor Class. 12

Hit Points. 100; -5 ft. speed per 25 damage taken.

Locomotion (water). oars, speed based on ship type.

Sails Upgrade

Component Type. Huge

Upgrade DC. 15

Component Cost. ฿1,000,000 + 10% of ship cost.

Upgrade slots required. 2

Armor Class. 12

Hit Points. 100; -5 ft. speed per 20 damage taken.

Locomotion (water). sails, speed based on ship type.

CHAPTER 2 | SHIPS AND SAILING

Paddle-Wheel Upgrade

Requirement: At least one huge engine installed on the ship and a control component

Component Type. Special Huge

Upgrade DC. 17

Component Cost. ฿10,000,000 + 20% of ship cost.

Upgrade slots required. 2

Armor Class. 12

Hit Points. 100; -10 ft. speed per 25 damage taken.

Locomotion (water). paddle-wheel, 35 ft. while the helm is intact. (4 mph)

Propeller Upgrade

Requirement: At least one huge engine installed on the ship and a control component

Component Type. Special Huge

Upgrade DC. 17

Component Cost. ฿20,000,000 + 20% of ship cost.

Upgrade slots required. 2

Armor Class. 18

Hit Points. 100; -5 ft. speed per 25 damage taken

Locomotion (water). propeller, speed 45 ft. while the helm is intact. (5 mph)

Rocket Booster Upgrade

Requirement: At least one huge engine installed on the ship and a control component

Component Type. Special Huge

Upgrade DC. 20

Component Cost. ฿100,000,000 + 50% of ship cost.

Upgrade slots required. 2

Armor Class. 18

Hit Points. 100; -1 mile flight speed per 20 damage taken.

The rocket booster allows for a vehicle to fly for up to 5 miles in any direction it chooses. The ship will fly this way for up to 10 seconds. Afterwards, the ship will land and the rocket booster will need to spend 24 hours recharging before it can be used this way again. There is a 25% chance the ship will crash during its landing (see the "Crashing" section).

Flight Core Upgrade

Requirement: At least one huge engine installed on the ship and a control component

Component Type. Special Gargantuan

Upgrade DC. 20

Component Cost. ฿500,000,000 + 100% of ship cost.

Upgrade slots required. 3

Armor Class. 18

Hit Points. 100; -5 ft. speed per 20 damage taken

Locomotion (air). Flight, speed 35 ft. if the core is destroyed, the vehicle falls and crashes. (4 mph)

Standard Fuel Engine Upgrade

Component Type. Advanced Medium

Upgrade DC. 12

Component Cost. ฿4,000,000

Upgrade slots required. 1

Armor Class. 16

Hit Points. 25

Counts as 4 crew members and gives power to movement components that require an engine. Requires fuel (See the "Fueling Your Ship" section).

Large Fuel Engine Upgrade

Component Type. Advanced Large

Upgrade DC. 17

Component Cost. ฿10,000,000

Upgrade slots required. 2

Armor Class. 16

Hit Points. 50

Counts as 10 crew members and gives power to movement components that require an engine. Requires fuel (See the "Fueling Your Ship" section).

Huge Fuel Engine Upgrade

Component Type. Advanced Huge

Upgrade DC. 20

Component Cost. ฿50,000,000

Upgrade slots required. 2

Armor Class. 16

Hit Points. 100

Counts as 50 crew members and gives power to movement components that require an engine. Requires fuel (See the "Fueling Your Ship" section).

Wing Attachment Upgrade

Component Type. Huge

Upgrade DC. 15

Component Cost. ฿500,000 + 10% of ship cost

Upgrade slots required. 1

Armor Class. 12

Hit Points. 50

A falli⁠ng vehicle’s rate of descent slows to 60 feet per round, and any crash that would occur as a result of falling is avoided. Additionally, a ship can glide If the wings are destroyed while the vehicle is midair, it immediately falls and crashes.

Control Components

Helm Upgrade

Component Type. Large

Upgrade DC. 10

Component Cost. 5% of ship cost

Upgrade slots required. 1

Armor Class. 12

Hit Points. 50

Controls movement components, with one 90-degree turn. If the helm is destroyed, the vehicle can't turn.

Control Room Upgrade

Component Type. Special Huge

Upgrade DC. 15

Component Cost. ฿5,000,000 + 10% of ship cost

Upgrade slots required. 2

Armor Class. 15

Hit Points. 100

Controls movement components, with one 90-degree turn. If the control room is destroyed, the vehicle can't turn. Component has full cover from attacks coming from outside the vehicle, but not inside.

Hull Components

Steel Plating Upgrade

Note: Can be added after initial construction of the ship.

Component Type. Size is determined by vehicle size

Upgrade DC. 15

Component Cost. ฿50,000,000 + 30% of ship cost

Upgrade slots required. 2

Incorporates Steel plating around the hull of the ship, further strengthening its resistance. The hull's damage threshold is increased by 5, it is now immune to necrotic damage, and its armor class increases to 18. However, the vehicle now moves at half its current speed.

Element Resistant Wax Upgrade

Note: Can be added after initial construction of the ship.

Component Type. Special (Size is determined by vehicle size)

Upgrade DC. 15

Component Cost. ฿5,000,000 + 30% of ship cost

Upgrade slots required. 1

Applies a special wax coating around the vehicle. This wax grants the hull resistance to any one chosen damage type until the coating is removed. Only one type of coating can be actively applied to a vehicle at a time.

CHAPTER 2 | SHIPS AND SAILING

Adam Wood Upgrade

Component Type. Special (Size is determined by vehicle size)

Upgrade DC. 17

Component Cost. ฿100,000,000 + 50% of ship cost

Upgrade slots required. 1

Incorporates Adam Wood into the hull of the ship, further strengthening its durability. The hull's damage threshold is increased by 5 and the vehicle receives a +2 bonus to armor class on all its components.

Seastone Bottom Upgrade

Component Type. Special (Size is determined by vehicle size)

Upgrade DC. 20

Component Cost. ฿300,000,000 + 50% of ship cost

Upgrade slots required. 1

Incorporates seastone onto the bottom of the ship. This allows the ship to pass by underwater sea beasts, sea kings, and other sea creatures undetected, making it possible to cross over the calm belt.

Docking Upgrade

Requirement: Vehicle must be gargantuan

Component Type. Gargantuan

Upgrade DC. 15

Component Cost. ฿10,000,000 + 30% of ship cost

Upgrade slots required. 2

Part of the hull. Allows for up to 7 Huge or smaller vehicles to be stored or docked within the vehicle. One vehicle can be released from docking per turn.

Weapon Components

Carronade Upgrade

Component Type. Medium

Upgrade DC. 10

Component Cost. ฿10,000,000

Upgrade slots required. 1

Armor Class. 15

Hit Points. 30

Ranged Weapon Attack: +6 to hit, reach 120/480 ft., one target. Hit: (2d10) bludgeoning damage

Cannon Upgrade

Component Type. Medium

Upgrade DC. 10

Component Cost. ฿20,000,000

Upgrade slots required. 1

Armor Class. 15

Hit Points. 50

Ranged Weapon Attack: +6 to hit, reach 120/480 ft., one target. Hit: (3d10) bludgeoning damage

Large Cannon Upgrade

Component Type. Medium

Upgrade DC. 12

Component Cost. ฿80,000,000

Upgrade slots required. 1

Armor Class. 15

Hit Points. 100

Ranged Weapon Attack: +5 to hit, reach 200/800 ft., one target. Hit: (5d10) bludgeoning damage

Harpoon Cannon Upgrade

Component Type. Medium

Upgrade DC. 10

Component Cost. ฿25,000,000

Upgrade slots required. 1

Armor Class. 15

Hit Points. 50

Ranged Weapon Attack: +6 to hit, reach 120/400 ft., one target. Hit: (3d6) piercing damage and grapples the target with thick rope and harpoon (escape DC 15). The thick rope has AC 10, 15 hit points, vulnerability to fire, and immunity to bludgeoning, poison, and psychic damage.

Ram Upgrade

Component Type. Large

Upgrade DC. 15

Component Cost. ฿50,000,000

Upgrade slots required. 1

Armor Class. 18

Hit Points. 100 (threshold 10)

The vehicle has advantage on all saving throws and checks relating to crashing when it crashes into a creature or object. Any damage it suffers from the crash is instead applied to the ram. These benefits do not apply if another vehicle crashes into the vehicle.

Flamethrower Upgrade

Requirement: At least one huge engine installed on the ship and a control component

Component Type. Special Huge

Upgrade DC. 20

Component Cost. ฿300,000,000

Upgrade slots required. 2

Armor Class. 18

Hit Points. 100

Flamethrower. The flamethrower sprays a 30-foot cone of fire. Each creature in the area must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) fire damage. A flammable object hit by this weapon ignites if it isn’t being worn or carried. Afterwards, the flamethrower will need to spend 24 hours recharging before it can be used this way again.

Beam Cannon Upgrade

Requirement: At least one huge engine installed on the ship and a control component

Component Type. Special Huge

Upgrade DC. 20

Component Cost. ฿500,000,000

Upgrade slots required. 2

Armor Class. 18

Hit Points. 100

Force Beam. The beam cannon fires a ray of energy in a 90-foot line that is 5 ft. wide. Each creature in the line must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 Hit Points, its body becomes a pile of fine gray dust. If the line hits a Medium or smaller nonmagical object or Creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or Creation of magical force, this beam disintegrates a 5-foot cube of it. Afterwards, the beam cannon will need to spend 24 hours recharging before it can be used this way again.

CHAPTER 2 | SHIPS AND SAILING

Acquiring a Ship

Most parties will not be able to afford a ship early on, especially at lower levels. Even at later levels, decent ships still might be far out of their price range. Some options for providing easy access to a ship for players outside of giving them tons of money to spend include:

  • Saving an island of shipbuilders from a pirate invasion, earning them a free ship or supplies and workers to build one.
  • Receiving a ship as a gift from a wealthy contact or quest giver.
  • Stealing a ship from a powerful group of pirates.
  • Discovering a lost ship graveyard filled with enough salvageable parts and weaponry to build a new ship.
  • Finding a legendary artifact in a dungeon that can be traded for a decent ship.

Furthermore, a crew might seek out a signature ship for them to use over the course of the entire adventure. The creation, purchase, or discovery of their ship should be a special moment and major milestone for the crew. Giving them tools to customize, upgrade, and spend time together on their new ship will help forge a deep bond with it over time, making their journey with together all the more engaging.

Crew

A ship requires a competent team of crew members to keep it operational when traveling or even harboring. As detailed in the "Crew Roles" in section 4 of the Unofficial One Piece D&D Player's Guide, ship crews may require a diverse mix roles on board a ship to safely adventure into dangerous waters. Disease, malnutrition, poor direction, injury, infection, and ship damage or degradation are all potential threats to any crew attempting to sail into open waters. And on the Grand Line, these risks are even further amplified. Characters that take on special roles required to deal with these threats are referred to as "Officers". Additional NPC crew members and lackeys may be added to the ship later on, called "Hirelings".

Officers

Here are example officer roles to determine which player will fill which role on a ship:

Captain. The captain is in charge of issuing orders and raising morale. The captain should be one of the strongest members of their crew and simultaneously most charismatic or strategic, with the best captains normally having a high Charisma or Intelligence score.

First Mate. Similar to the captain, the first mate should be the second most powerful and charismatic individual in a crew. The first mate will also cover any weaknesses their captain may have. If the captain is killed or retired, the first mate will be first in line to take over or inherit the crew. The first mate may also have a more dedicated role on the crew, such as being a doctor or chef on the side.

Navigator. The navigator provides direction and knowledge of maps and weather to the crew. A talented navigator will often have a high Wisdom score, proficiency in Nature or Survival, and proficiency with navigator's tools.

Doctor. The ship's doctor tends to injuries, monitors illness, and provides basic medical and scientific expertise. A skilled doctor should have a high Wisdom score and proficiency in Medicine to perform medical procedures or be capable of using healing abilities.

Chef. The chef is responsible for nourishing and preparing meals for the crew. Food and drink is the lifeblood of every crew, and the importance of quality and taste in each meal should never be underestimated, as it provides a great deal strength and motivation to every other member of the crew. The best chefs will have proficiency with cook's utensils and brewer's supplies.

Other Roles. The primary roles listed above cover roles often considered absolutely necessary to keep a ship and crew up and running. However, other important roles may include a shipwright to physically maintain the ship and repair damage, a musician to uplift a crew's spirits, a skilled lookout for spotting danger from far away, a helmsman to properly maneuver a ship and read the waters, and a record keeper to log the adventure and provide insight into new discoveries and the history of locations or treasure.

Hirelings

On ships that require smaller crew sizes, 4-5 player characters with different roles should be sufficient early on. On larger ships, however, crew size may need to be increased and additional officer positions may need to be taken to meet the needs of the increased population on board. Large crews may want to designate officer positions for managing each section of the crew.

When the size of a crew's ship increases, most captains will need to hire additional crew members to keep the ship running. To find more people to fill these spots, hirelings are used. Hirelings can be found in places where seafaring communities are more common, typically in large port cities.

For every 10 hirelings on board a ship, there should be at least one officer managing them to maintain order. This officer can take on a leader position in the chain of command under the captain and first mate, reporting to them at the end of each day. If there aren't enough player characters to fill the number of officer positions required, the captain may enlist a specialist to take on the role of an officer on the crew. Additional crew roles can be filled by hired officers or they can be ordered to assist other officers with their job (A chef that needs help in the kitchen may make one officer their assistant chef).

The downside to recruiting hirelings is that they can be expensive to maintain in higher quantities and aren't usually as loyal as most player characters will be. The average weekly wage for a single hireling crew member is ฿15,000 (฿60,000 each month) and the average weekly wage for a hireling officer or specialist is ฿150,000 (฿600,000 each month). In addition, hirelings need to be fed, sheltered, and treated well. You can use "Recruit" stats under "Monster and NPC Statblock Templates" for an underling, and higher-level stats of choice for an officer or specialist.

Mutiny

If hirelings are underpaid, neglected, or underfed, they will grow to resent the captain and crew over time. Each instance of neglect has an additive 10% chance of leading to a mutiny among hirelings who feel neglected. This chance is reduced when they are given reparation or compensation. When a mutiny occurs, if less than half of the crew partakes in the mutiny, the neglected crew members will simply attempt to commit acts of theft, violence, and subterfuge to sabotage the crew and damage the trust toward the captain without detection, until they manage to escape or resign. If more than half of the crew partakes in the mutiny, a full-scale assassination plot or battle will take place until crew demands are met or the captain is overthrown.

Bonds

Alternatively, if a hireling is treated well and bonds with the crew over time, they might eventually graduate to becoming a permanent member of the crew. After some time has passed, these NPC crew members may start to work as apprentices under player characters, learn new skills, or even receive increases to stats. Higher level NPCs and skilled mercenaries may also end up in the crew over time, creating bonds with the crew. See the optional loyalty rule from chapter 4 of the Official D&D Dungeon Master's Guide for more information on determining the bond and loyalty between NPC crew members and player characters.

Fleet

Once a crew advances into the later stages of the campaign, one ship may not be enough to deal with the impossibly vast number of enemy ships and fleets that are after their heads. Thus, a larger fleet will need to be established.

The primary vessel that the crew and captain travel in should be designated as the flagship, which commands all other ships and vessels within the fleet. Additional ships are controlled by Fleet Commanders, which can be NPC or player characters, and a number of officers and crew members working beneath them on the ship. The captain of the entire crew will be called the head commander of the fleet.

Counting and crunching the total amount of pay for every crew member, officer, and commander as well as total expenses may grow to become tiresome after a while. If this is the case, it might be wise to consider ships other than the flagship to be proficient enough at making money on their own so that expenses aside from major repairs, stolen treasure, etc. can be ignored. Additionally, allied captains may decide to join the fleet under an alliance. In this case, they will rarely require salary pay.

Communication between each ship and commander is vital to keeping a fleet healthy. Luckily, Den Den Mushi phones provide easy communication between ships, also allowing for coordinated attacks against enemy ships or fleets. Similar to mutiny rules listed above, fleet commanders that grow resentful toward the head commander may turn against the fleet and leave or attack the fleet. If this occurs, ship battles within the fleet may occur between player characters, fleet comamnder allies, and the now enemy commanders. Defeating a fleet commander that betrays the fleet has a 50% chance of winning back the ship and crew under the commander. Otherwise, defeating the remainder of the traitor crew will be required to regain access to the ship again.

Fleet Orders

Fleet commanders may go off on their own separate journeys, bringing back loot or experiencing tragedy along the way. The head commander can decide if ships in the fleet stick with the flagship or go off on their own under the command of the fleet commander controlling the ship. Communication can be maintained with the flagship and head commander to control what happens with the other sections of the fleet. When a ship in the fleet goes off on its own, roll for it under the "Traveling Events" table to see what happens each time the ship travels to a new area or island. If the ship faces a dangerous encounter, there is a 25% chance that something bad will occur. Roll on the "Ship Tragedy" table to determine what happens if this occurs. Otherwise, the fleet commander and crew win or escape (determined by DM). If the encounter isn't random or minor, the DM may decide what happens or let the players take control over the NPCs for the duration of the encounter.

Ship Tragedy Table

d20 Tragedy
1-5 Minor Damage: The ship withstands insignificant scratches and dents which can easily be patched over the remaining duration of the trip.
6-7 Major Damage: The ship withstands serious damage and the hit points of its hull are reduced by 50% of its maximum
8-9 Broken Parts: A random component other than the hull of the ship is completely destroyed during the encounter.
10-11 Plague: The crew becomes diseased during the encounter. 1d100 percent of the crew dies.
12-13 Deadly Poison: The crew is poisoned during the encounter. Half of the crew dies.
14-15 Captured: The ship and crew are captured by enemies during the encounter.
16-17 Launched: The ship and crew are suddenly sprung onto a nearby sky island and become stranded.
18-19 Mysterious Disappearance: The ship and crew drop all communication during the encounter and the entire crew vanishes for unknown reasons. However, the ship can still be recovered.
20 Complete Annihilation: The ship is completely destroyed and sinks to the bottom of the ocean along with the crew.
CHAPTER 2 | SHIPS AND SAILING

Sailing

Here are travel rules you can use at your table for travel at sea. This builds on the travel rules in the Official D&D Player's Handbook and Dungeon Master's Guide.

Travel Pace

A traveling party will travel aboard a ship at a pace given by the ship's speed stat on its stat block. A ship cannot go faster than the listed speed, but it can go slower if it chooses. Certain environmental effects or buffs may increase or decrease a ship's pace.

If a ship's mode of movement takes damage, it will be slowed for every decreased of 10 in speed, reducing its pace by 1 mile per hour and 24 miles per day.

Fueling Your Ship

If a ship has a fuel engine installed on it, the ship will require fuel each day to keep the engine running. Each engine on a ship will require its respective type of fuel to function, and can hold up to a maximum of a day's worth of fuel in its fuel tank. Additional fuel barrels will need to be stored on the ship. If the engine goes a full day without a full barrel of fuel, it will shut off and cease to function as an engine until it is filled with a barrel of its fuel type.

Fuel Barrel Cost

Barrel (Based on Engine Type) Weight Per Barrel Price Per Barrel
Standard 30 lbs. ฿8,000
Large 100 lbs. ฿20,000
Huge 300 lbs. ฿400,000

Activity While Traveling

A crew can participate in a number of activities while actively sailing. For more information on "Activity While Traveling" refer to chapter 8 of the Official D&D Player's Handbook.

Additionally, you may refer to the section titled "Crew Roles" in chapter 4 of the Unofficial One Piece D&D Player's Guide for more information on what each character may do during travel depending on their crew role.

The party's pace has no effect on the activities they can engage in while traveling by ship. Here are some other example activities a crew can partake in while traveling:

Fishing

A character decides to fish for the day using a fishing net, fishing lines, harpoons, etc., making a Wisdom (Survival) check to see what they bring in. The DC depends on the difficulty of the sea being fished in (DC 10 for Easy; DC 15 for Medium, DC 20 for Hard). If the check succeeds, the character may roll on the table below.

d10 Catch Result
1 Sea Monster: The character reels in an aggravated Sea Beast, which proceeds to attack. There's a 10% chance the character reels in a Sea King instead.
2-3 Trash: The character reels in a bunch of worthless junk.
4 Weapon or Armor: The character reels in a random mundane weapon or piece of armor.
5 Treasure Chest: The character reels in a chest that has 1d100 x ฿10,000 worth of treasure and gold inside. There's a 20% chance the chest has a treasure map and eternal pose inside.
6 Small Fish: Character reels in a fish equal to 1 day worth of food. The fish has a 10% chance of being poisonous.
7-9 Large Fish: Character reels in a fish equal to 1d4 + their Wisdom modifier days worth of food.
10 Legendary Fish: Character reels in a fish equal to 10 days worth of food.

Banquet

The crew unanimously decides to have a large banquet or party. To have a successful banquet, the ones organizing the party must spend at least ฿20,000 in food and drink for each crew member. This will reduce the chances of mutiny occurring down to 0%.

Lookout Duty

A character can spend the day analyzing the ship and the surrounding sea. The character rolls a Wisdom (Perception) check to determine if they find anything unusual or detect anything dangerous coming (See "Random Events").

Ship Repair

A character who is a shipwright or is proficient with carpenter's tools can roll a strength check (with carpenter's tools proficiency if they have it) to attempt to patch any damage on the ship for the day. On a 15 or higher, one component of choice recovers 1d6 + the character's Strength modifier in hit points. If the component was at 0 hit points and isn't the hull, the component becomes functional again.

Making a Map

A character who is a navigator or is proficient with navigator's tools can spend the day making a detailed map of the area they've explored. If the crew returns to the area that has been drawn on the map again, they cannot become lost in it while sailing.

Helping the Kitchen

A character who is a chef or proficient with a chef's utensils can spend the day helping flavor and divide food in the kitchen to ensure nothing goes to waste. By doing so, the character increases the number of provisions available on the ship by 1d4.

Tending to Wounds

A character who is a doctor or is proficient with the Medicine skill can spend the day treating any injuries. One creature you treat for at least a minute recovers hit points equal to 1d8 + your Wisdom modifier.

Traveling Events

Each day, there is a chance something new will happen while sailing. Some days, nothing will happen. Other days, the crew will find themselves faced with tornadoes, whirlpools, sea monsters, or other horrible hazards. Or something fun and adventurous might pop out in front of them. In any case, a pirate crew will quickly learn to be prepared for anything that comes their way, especially on the grand line.

100 Possible Example Events

To determine if anything happens during a day at sea, at the start of each day, roll a 1d20. On a roll of 16 or higher, a random event occurs and is determined by rolling on the table below. While on the grand line, a random event occurs on a 11 or higher. On a 20, two random events occur instead (perhaps simultaneously).

While outside the grand line, roll a 1d20 on the table below. While traveling in the grand line, roll a 1d100 on the table below. Events involving disaster or bad weather may utilize later sections (See "Weather" and "Disasters"),

d20 or d100 Event
1 Battle. A sea beast attacks the ship.
2 A lone bounty hunter begins stalking the ship from miles away.
3 A school of bright fish swarm the ship. Roll for fishing check at advantage.
4 Random wanted posters are blown onto the ship.
5 A merchant ship passes by, offering the characters funny-looking food.
6 A tiny island with a single palm tree on it can be seen.
7 Phosphorescent algae floats in the water, becoming visible at night.
8 A talking dolphin emerges and attempts to annoy the crew.
9 An unmanned rowboat full of random trinkets bumps into the ship.
10 Survivors from a boating accident are stranded on a small island ahead.
11 Battle. A Marine ship barrels toward the players ship.
12 A message in a bottle floats past the ship (spot DC 15).
13 Battle. A group of fish-men pirates begin circling the ship.
14 An island of floating trash and waste is seen floating ahead.
15 Large sea lilies can be seen sprouting over the surface of the water.
16 A hollow floating tree trunk carries green lobsters inside.
17 Battle. A pirate ship attacks with its cannons from afar.
18 Barrels full of cheap booze can be seen floating.
19 Large seahorses with saddles appear, wanting players to ride them.
20 A storm suddenly appears (See "Weather") and blows fish onto the ship.
21 The ship drifts into the calm belt and must escape from sea kings.
22 A colossal blowfish trampolines the ship into the sky (See "Crashing").
23 Battle. A group of bounty hunters attack the ship.
24 Layers of seaweed encompass the surrounding ocean surface for the day.
25 A lone researcher on a small boat asks for directions.
26 A floating village full of friendly citizens can be seen ahead.
27 Colossal jellyfish begin to cling to the sides of the ship until pulled off.
28 A navy ship with broken steering is stuck doing circles in the distance.
29 Battle. A group of tribal warriors riding plesiosaurs attack the ship.
30 A giant venus fly trap drifts ahead lifelessly, carrying a pop green.
31 Flaming waterspouts that deal fire damage emerge (See "Weather").
32 A fake poneglyph sits sunken in shallow water (Spot DC 14).
33 Glaciers form and then melt quickly around the boat (See "Crashing").
34 Multi-colored sea turtles spit sparkling water at the crew.
35 A large ship carrying a map to a nearby sky island falls from the sky.
36 Life rings carrying skeletons drift by.
37 A pirate Warlord flies overhead, only attacking if provoked.
38 Battle. A kraken and colossal whale begin fighting near the ship.
39 An insane samurai rides a giant eagle overhead.
40 Battle. Two pirate ships attempt to sandwich and board the players ship.
41 Giant manta rays fly out of the sea and carry the ship at double pace for the day (See "Travel Pace")
42 A purple palm tree sticks out of shallow water. There is a 50% chance it holds a devil fruit.
43 Battle. Coral reef golems board the ship and attack.
44 The sea begins to boil, badly burning anyone who enters the water.
45 A submarine carrying illegal weapons travels beneath the ship (spot DC 15).
46 A knockup stream shoots the players ship onto a nearby sky island.
47 A vacationing marine admiral sits in a shallow sandbar, with a 50% chance of attempting to spot the players ship.
48 Battle. Giant flying scorpions attempt to capture players.
49 A killer whale carrying a meito in its mouth defends players from a sea king.
50 A marine battleship is seen miles away, bombing an island.
CHAPTER 2 | SHIPS AND SAILING
d20 or d100 Event
51 A floating magnetic island pulls the ship up to it.
52 Impossibly thick fog surrounds the players ship. Roll for an additional event.
53 Battle. Ships with poisoned arrows attack the players ship.
54 Flying starfish hover over the ship and give directions.
55 A marine prison boat is destroyed by an escaping giant prisoner.
56 The ocean turns blood red and various bones float to the surface.
57 A legendary creature can be seen far away, but disappears when approached.
58 Muscular crab men offer to repair any damage on the players ship.
59 Battle. A ship from a Yonko's crew attempts to raid and steal player treasure.
60 An escaping refugee with devil fruit powers is seen drowning nearby.
61 A huge rift opens in the sea temporarily, threatening to swallow nearby ships.
62 A colossal goldfish consumes a small nearby island.
63 Fallen sky islanders ride around in wavers filled with dials.
64 Swarms of sea termites attack the boat, forming holes in the hull.
65 Eastern-style umbrellas mysteriously fall from the sky onto the boat.
66 A flying elephant and other zoo animals offer to take players on a journey.
67 A volcano instantly rises out of the sea, erupting within minutes.
68 A corporeal rainbow ahead forms a bridge to a cloud holding a pot of gold.
69 Battle. A dragon turtle gives chase to players from far behind.
70 Creepy dolls sit atop empty floating coffins that drift past.
71 Sea bumble bees bring pollen from nearby to their underwater hives.
72 An acidic hailstorm which deals acid damage pelts the players and their ship (See "Weather").
73 The sea freezes over for the day, decreasing travel pace to 0.
74 Battle. Giant crocodiles with top hats attempt to dine on players.
75 Large mushrooms stick out of the water, providing platforms to bounce on.
76 Merfolk request assistance fending off an undersea tyrant, granting waterbreathing to players temporarily.
77 Large bubbles rise out of nearby water, emitting verbs when popped.
78 A small island made of icecream appears, but is actually the lure of a giant anglerfish.
79 Battle. Dozens of crawling claws rain onto the ship and attack.
80 A vicious thunderstorm rampages for a full day, requiring three navigation checks to clear (See "Weather").
81 Traveling priests bless players, preventing any bad weather from occurring around them for 1d4 days.
82 Fish-men running a seafood stall offer extremely overpriced food to humans.
83 Battle. An admiral and marine fleet give chase to players and attempt to surround them.
84 A kind aquamarine dragon has lost its eggs to poachers, and requests help from the players.
85 Light rain showers the players ship (See "Weather"), but fully heals all creatures and undestroyed structures it touches.
86 Battle. Giant vultures drop cannonballs onto the players ship.
87 A gas weapon explodes near the ship, spreading a deadly disease to players.
88 A solar eclipse occurs, blinding players who look directly into it for 1d4 days.
89 The players ship enters a field that has zero gravity, but doesn't affect travel pace.
90 Battle. A yonko fleet attempts to surround players, demanding a large toll be paid.
91 A powerful EMP hits the ship, disabling all electronics, compasses, and log poses for 1d4 days.
92 A rainbow-colored barrel full of fake devil fruits is delivered to the players by rainbow penguins. There is a 10% chance one of the devil fruits is actually real.
93 Titanic shadows can be seen from the sky, looking over the players ship.
94 Visible schools of fish underwater form a map to a hidden island nearby.
95 The ship crashes into a real poneglyph in shallow water (See "Crashing").
96 Floating fortresses demand that players allow their goods to be inspected or face imprisonment.
97 Friendly sirens encourage players, raising morale and giving inspiration.
98 Battle. A nearby elbaf battleship threatens to attack all evil crews and ships on sight.
99 A mist rises out of the sea for a minute, causing players to hallucinate.
100 Battle. A number of sea kings chase the players ship.

Additional Events

Alongside random event examples given here, you may add or replace any number of events with your own ideas. Planned events can also occur before, after or during a random event to make travel more unpredictable. Keeping players on their toes with what to expect will make the adventure far more interesting, and may surprise even the DM.

Getting lost

When sailing into uncharted seas, there is a high chance that unprepared crews will get lost, especially on the grand line. Outside the grand line, having a skilled navigator who is proficient with navigator's tools and possesses a compass will allow a ship to automatically succeed at traveling between islands, even in uncharted waters. Without all of these things, one player must attempt navigate the ship to the next island and roll a DC 12 Intelligence (Nature) or Wisdom (Survival) check at the start of each day to determine if the crew remains on course to the next island without getting lost. If the check fails, the the crew becomes lost for the day and travel pace becomes 0 for that day.

On the grand line, travel rules work differently. It is virtually impossible to sail on the grand line without a log pose of some kind, and losing a log pose during travel can often mean certain death. Normal compasses will not function on the grand line, and do not provide any form of bonus to travel. A skilled navigator who is proficient with navigator's tools and possesses a functioning log pose will automatically succeed at staying on track during each day of travel. If a log pose is lost or broken during travel, all sense of direction is lost and the navigator must roll a DC 20 Intelligence (Nature) or Wisdom (Survival) check at the start of each day to remain on track. If the check fails, the ship heads in a random direction other than the target location at their travel pace.

Every time players get lost, roll on the possible events table to determine what happens while they're lost.

Weather

Weather is one of the biggest threats to each crew traveling into the grand line. Even outside the grand line, weather can still range from bothersome to lethal. Weather hazards may include thunderstorms, cyclones, blizzards, waterspouts, and more.

Generating Weather

Each day, there is a chance that the crew will experience various weather conditions throughout the day. Once per day, roll a number of d20s to determine what type of weather the crew experiences, with a weather event occurring on a roll of 15 or higher. While outside the grand line, roll once each day. While in "Paradise", roll three times each day, and four times if in the "New World". If it is determined one or more weather event will occur, roll on the "Standard Weather Event" table or "Grand Line Weather Event" table to determine the type of each event.

Depending on how the DM decides to run each weather event throughout the day, these weather events can happen right before or after each other, at the same time, or during an encounter.

Detecting Weather

A navigator or captain may be able to forecast what type of weather event the crew will face before it arrives to effectively plan around it. They may roll an Intelligence (Nature) or Wisdom (Survival) check before the crew experiences the weather event. On a successful check, the crew becomes aware of the impending weather conditions and can reroute to avoid it. On a failed check, the weather event strikes the area unexpectedly. If a weather event has a duration of 4 hours or longer, it cannot be avoided but its duration is halved instead if the check succeeds.

Standard Weather Event Table

d100 Weather Event Difficulty Category
1-50 Easy Weather Event (Diffuclty DC 10)
51-80 Medium Weather Event (Diffuclty DC 10)
81-99 Hard Weather Event (Difficulty DC 12)
100 Extreme Weather Event (Difficulty DC 14)

Grand Line Weather Event Table

d100 Weather Event Difficulty Category
1-30 Easy Weather Event (Diffuclty DC 10)
31-50 Medium Weather Event (Diffuclty DC 10)
61-80 Hard Weather Event (Difficulty DC 12)
81-99 Extreme Weather Event (Difficulty DC 14)
100 Hellish Weather Event (Difficulty DC 15)

Weather Event Type

After rolling on a Weather Event table, the difficulty or category of weather is determined. Looking at the tables below, each category lists the types of individual weather events included in each category. The exact weather event can usually be determined by local climate or DM choice. If the players are on the grand line, the type of weather is determined randomly by rolling on the individual event tables to reflect the chaotic nature of the grand line.

Easy Weather Event

1d4 Climate Duration Event
1 Moderate 2d12 hours Light Rain or Fog
2 Windy 2d12 hours High Winds
3 Hot 2d12 hours Heat Wave
4 Cold 2d12 hours Freezing Cold
CHAPTER 2 | SHIPS AND SAILING

Medium Weather Event

1d4 Climate Duration Event
1 Moderate 1d12 hours Heavy Rain
2 Windy 1d12 hours Fast Winds
3 Hot 1d12 hours Scorching Heat
4 Cold 1d12 hours Snowfall

Hard Weather Event

1d4 Climate Duration Event
1 Hot or Moderate 1d4 hours Thunderstorm
2 Windy 1d4 hours Stormy Winds
3 Dry 1d4 hours Sandstorm
4 Cold 1d4 hours Blizzard

Extreme Weather Event

1d4 Climate Duration Event
1 Hot or Moderate 1d4 hours Cyclone
2 Windy 1 hour Waterspout
3 Dry and hot 1 hour Scorching Sands
4 Cold 1 hour Hailstorm

Hellish Weather Event

1d6 Climate Duration Event
1 Moderate 1d4 hours Chaos Cyclone
2 Windy 1 hour Waterspout Storm
3 Hot 1 hour Firestorm
4 Cold 1 hour Icewave
5 Any 1 hour Meteor Shower
6 Any - Tsunami
Light Rain or Fog

Light rain or fog lowers visibility.

  • Areas past 120 ft. of vision become lightly obscured.
  • All fire damage is reduced by 1 point for the duration.
High Winds

Winds blow moderately in a random direction for the duration, a 1d4 to determine (1-North, 2-East, 3-South, 4-West).

  • Speeds of flying creatures and ships with sails gain +5 movement speed while moving with the wind and -5 movement speed while moving against it.
Heat Wave

The temperature becomes noticeably high for the duration.

  • A creature that isn't in shade or water takes 1 fire damage each hour.
  • Any exposed water on the ship that is medium or smaller in size evaporates within an hour.
Freezing cold

The temperature becomes noticeably low for the duration.

  • A creature that isn't kept warm takes 1 cold damage each hour.
  • Any exposed water on the ship that is medium or smaller in size freezes within an hour.
Heavy Rain

Heavy rain lowers visibility significantly and makes movement on board difficult.

  • Areas past 60 ft. of vision become heavily obscured.
  • Creatures that move more than 10 ft on a turn must roll a Dexterity saving throw when traveling across wet surfaces or fall prone.
  • All fire damage is reduced by 1d4 points for the duration.
Fast Winds

Winds blow moderately in a random direction for the duration, a 1d4 to determine (1-North, 2-East, 3-South, 4-West).

  • Speeds of flying creatures and ships with sails gain +10 movement speed while moving with the wind and -10 movement speed while moving against it.
Scorching heat

The temperature becomes extremely high for the duration.

  • A creature that isn't in shade or wearing protective clothing takes 1d4 fire damage each hour.
  • Any exposed water on the ship that is Large or smaller in size evaporates within an hour.
Snowfall

The temperature becomes extremely low for the duration and snow begins to fall.

  • A creature that isn't kept warm or touches snow with its bare skin takes 1d4 cold damage each hour.
  • Any exposed water on the ship that is Large or smaller in size freezes within an hour.
Thunderstorm

Heavy rain lowers visibility significantly and makes movement on board difficult, also increasing risk of lightning strikes.

  • Areas past 60 ft. of vision become heavily obscured and the sound of thunder overpowers any distant noises.
  • Creatures that move more than 10 ft on a turn must roll a Dexterity saving throw when traveling across wet surfaces or fall prone.
  • Roll a 1d20, on a 1 the highest creature not under full cover is struck by lightning and it must make a Constitution saving throw, at disadvantage if wearing metal. The target takes 8d6 lightning damage on a failed save, and half as much on a successful save.
Stormy Winds

Winds blow moderately in a random direction for the duration, a 1d4 to determine (1-North, 2-East, 3-South, 4-West). Wind direction changes every hour.

  • Speeds of flying creatures and ships with sails gain +15 movement speed while moving with the wind and -15 movement speed while moving against it.
  • All projectile attacks that travel beyond 30 feet have disadvantage.
  • Any lit candles or flames are immediately blown out.
Sandstorm

Fast winds carry clouds of sand that pelt creatures caught within.

  • Areas past 60 ft. of vision become heavily obscured and the sound of shifting sand and wind overpowers any distant noises.
  • A creature that isn't behind total cover takes 2d4 piercing damage each hour.
Blizzard

Fast winds carry fast-moving snow that pelts creatures caught within.

  • Areas past 60 ft. of vision become heavily obscured and the sound of snow and wind overpowers any distant noises.
  • A creature that isn't behind total cover takes 2d4 cold damage each hour.
Cyclone

Cyclones are large weather systems of thunderstorms and rain, bringing extreme winds and rain.

  • Areas past 30 ft. of vision become heavily obscured and the sound of wind is deafening.
  • Creatures that aren't behind total cover each turn must succeed on a Strength saving throw or be knocked prone and 10 feet in a random direction.
  • Creatures cannot fly for the duration and are knocked prone if they try.
  • All projectile attacks are made at disadvantage.
  • Each hour a ship remains in the cyclone it must make a Strength saving throw or each of its sails take 3d10 bludgeoning damage.
  • Any creature or object exposed to the cyclone takes half fire damage.
Waterspout

A waterspout is a tornado that forms over water. It acts as a vortex of violent winds and water, picking up objects and throwing them.

  • The waterspout appears in a random location 10d6 x 10 feet away from players. Every 10 minutes roll a 1d20, and on a 1 the waterspout disappears and a new one reappears 10d6 x 10 feet away from players.
  • The waterspout has a 150-foot radius and reaches up to the clouds, having an initiative count of 20 and moving 60 feet in a random direction each turn. When it is more than 600 feet away from players, initiative ends.
  • When creature or ship enters a waterspout on its turn or when a waterspout enters its space, it must make a Strength saving throw. A large or smaller object automatically fails. On a failed save, the target takes 8d6 bludgeoning damage plus 2d6 cold damage and becomes restrained within the waterspout and must repeat the save at the start of each turn. On a successful save, the target is no longer restrained and is launched 10d6 x 10 feet away from the waterspout in a random direction instead.
Scorching Sands

Razor sharp winds carry blazing sands, shredding and burning exposed creatures and weak materials.

  • Areas past 30 ft. of vision become heavily obscured and the sound of shifting sand and wind overpowers any distant noises.
  • A creature that isn't behind total cover at the end of each turn must make a Constitution saving throw or take 1d4 fire damage.
  • Weaker material (Such as unfurled sails or hanging clothing) take 3d10 piercing damage for every hour it is exposed.
Hailstorm

Razor sharp winds carry sharp hail shards, shredding and freezing exposed creatures and weak materials.

  • Areas past 30 ft. of vision become heavily obscured and the sound of ice pelting and wind overpowers any distant noises.
  • A creature that isn't behind total cover at the end of each turn must make a Constitution saving throw or take 1d4 cold damage.
  • Weaker material (Such as unfurled sails or hanging clothing) take 3d10 piercing damage for every hour it is exposed.
Chaos Cyclone

Chaos cyclones are brutal weather systems that blast the area with wind, rain, and constant lightning and thunder, using the same rules as both cyclones and thunderstorms except:

  • Lightning strikes on a roll of 5 or lower from a d20 every hour instead.
  • Characters knocked over are moved 15 feet instead.
CHAPTER 2 | SHIPS AND SAILING
Waterspout Storm

Waterspout storms are when several waterspouts form at once in a thunderstorm. These follow the same rules as waterspouts and thunderstorms except:

  • 1d4 Waterspouts form instead of one.
  • Waterspouts move at 90 feet per turn instead.
Firestorm

The sea and sky burn bright red, exposed water begins to boil, and flammable objects begin to ignite unexpectedly.

  • A creature that isn't behind total cover at the end of each turn must make a Constitution saving throw or take 1d10 fire damage.
  • Flammable objects catch fire and take 1d4 fire damage every 10 minutes unless they are doused in water or put out as an action.
Icewave

The sea and sky become dark as even the sun appears to dim, with a wave of subzero frigid air following after.

  • A creature that isn't behind total cover at the end of each turn must make a Constitution saving throw or take 1d10 cold damage.
  • All water is completely frozen, including 5 feet of the ocean's surface, for the duration. Creatures completely submerged in water are completely frozen, becoming petrified by ice.
Meteor Shower

Small meteors mysteriously rain from the sky, striking the ocean at random.

  • The rough waves caused by constant meteor strikes force each standing creature to make a Dexterity saving throws, making it fall prone on a failed save.
  • Every 10 minutes for the duration of the meteor shower, roll a 1d20. On a 1, the ship or a random creature is hit by a meteor. All creatures and objects within 5 feet of the strike zone must make a Dexterity saving throw. A creature or object takes 2d6 fire damage from the blast on a failed save, half as much damage on a successful one.
Tsunami

A colossal wall of sea water forms in the distance, engulfing and destroying everything in its path.

  • The tsunami creates a wall of water that is 300 feet long, 300 feet high, and 50 feet thick and forms 3d6 x 10 feet away from the ship or players, lasting for 10 minutes before collapsing.
  • The wall moves 50 feet per turn toward players, initiative count 20.
  • Any huge or smaller creature starting its turn inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage and is knocked prone.
  • Each 5-foot section of the wall can be attacked and has AC 5 and 15 hit points, creating a 5-foot opening connecting to the opposite side of the wall.
  • Any ship attempting to move through the wall or pass through it must make a Strength check to do so, taking crash damage on a failure (See "Crashing") as the wall moves through it.

Disasters

Weather aside, a number of other natural disasters may occur. The chances of a disaster affecting the ship is far more dependent on the local environment and circumstances rather than randomness. For example, a ship full of diseased pirates may spread a plague to the crew after a long battle. Or a nearby volcano eruption may carry flaming debris to the ship and cause it to catch fire. Disasters also may occur as a result of a random event, long periods of bad weather, or too many failed crew rolls. However, the most common reason for a disaster is entering a danger zone on the grand line.

Danger Zones

The grand line holds many dangerous zones within its waters, which have a chance of bringing about ruin to any ship passing through. Zones of potential risk are usually marked on sea maps and can be avoided. Otherwise, an unaware crew must spend at least a day within a danger zone to understand the nature and risk of the region. While passing through a danger zone, the navigator or captain must roll an Intelligence check with navigator's tools (DC 15) at the end of each day to determine the range and size of the danger zone, so that the crew might follow a path around the region. On a successful check, the navigator or captain may mark the zone on their map, or as much as the DM determines they're aware of. On a failed check, the range and area of the zone cannot be determined, and may make the check again at the end of the next day.

If a crew is caught within the danger zone at the start of a day or enters a danger zone for the first time, the whole crew must each make skill checks or saving throws to determine how seriously the disaster affects them. The type of skill check or save and its DC is determined by each disaster type.

If half or more the crew succeed, the disaster is avoided altogether. If less than half succeed, the disaster strikes, bringing destruction to the ship and crew.

Fire: Dexterity Check DC 12

The hull or a random component on the ship catches fire as a result of nearby volcanic activity, ash, or extreme heat, immediately taking 3d10 fire damage. Have everyone roll initiative, including the ship. At the start of each of the ship's turn, it takes an additional 3d10 fire damage if the fire isn't put out.

For the crew to put out the fire, more than half of the crew must succeed on their Dexterity checks at the beginning of their turn to smother or drown the fire. Additionally the captain or helmsman can instead make a successful DC 15 Intellgience (water vehicles) check at the start of their turn instead to splash sea water onto the ship, giving advantage to the whole crew on their checks. Then, if the majority of the crew has succeeded by the beginning of the ship's turn, the fire is put out.

Explosion: Wisdom (Perception) Check DC 15

A spotter has advantage on this check. An explosion from beneath the ship fires flaming debris all over, originating either from a natural disaster or an explosive such as a naval mine. The hull of the ship takes 8d6 fire damage. Any creature not behind total cover must also roll a Dexterity saving throw (DC 15) or take 8d6 fire damage on a failed save, or half as much damage on a successful one.

Fog Maze: Wisdom or Intelligence Check DC 15

A crew becomes lost in a thick fog, with various maze-like obstacles and large rocks making it impossible to blindly follow a compass or log pose. The area becomes lightly obscured, and it is not possible to see past 60 feet in the fog with normal vision.

At the start of each day, the crew can attempt to figure out the maze together, rolling an additional group check. Each time the check fails, the travel pace becomes 0 for the day. If the check succeeds, travel pace is halved.

If the ship moves at full speed during an encounter, a successful perception (Wisdom) check, DC 15, must be made by the creature steering the ship or it will crash into a gargantuan wall (See "Crashing").

Plague: Wisdom or Intelligence Check DC 12

A crew is exposed to a diseased animal, a sick group of people, or some form of bioweapon, causing a plague to break out.

Each creature in the crew must succeed on a DC 12 Constitution saving throw. On a failed save, the creature becomes contagious and falls ill from the sickness after 1d4 days. A doctor can spot signs of the disease early by making a successful Wisdom (Medicine) check, DC 15, to order safety procedures and provide medication to give the entire crew advantage on this save. Once a creature falls ill, it will gain a level of exhaustion, and it regains only half the normal number of Hit Points from spending Hit Dice and no Hit Points from finishing a Long Rest.

At the end of each Long Rest, an infected creature must make a DC 12 Constitution saving throw. On a failed save, the character gains one level of Exhaustion. On a successful save, the character’s Exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of Exhaustion below 1, the creature recovers from the disease. A doctor can treat a number of patients up to their Wisdom modifier each day, granting them advantage on their saving throw.

Optional. Different diseases may be more far more extreme or lethal in nature. This may raise the DC of the disease, make creatures develop symptoms sooner, or cause it to have additional symptoms.

Sudden Obstacle: Dexterity Check DC 12

A sudden obstacle above or below the water, such as a glacier, giant squid, or sharp rocks threatens the ship and cannot be avoided through steering alone. The captain or helmsman can instead make a DC 15 Intelligence (Water Vehicles) check to also give the crew advantage on their check. If the check fails, the ship crashes and the hull takes 10d10 bludgeoning damage.

Infestation: Wisdom or Intelligence Check DC 12

Pests such as insects or rats begin to contaminate food supplies. Once the infestation has begun, the chef can make a DC 15 Constitution (Brewer's Supplies) check to control the infestation. If the check succeeds, only half of the stored rations are lost. If the check fails, all the stored rations are lost aside from what characters keep on their person.

Naval Combat

These rules provide guidance for using ships in combat.

Ships and Initiative

A ship uses its Dexterity modifier to roll initiative, adding the captain or helmsman's Proficiency bonus to the roll (depending on who is driving the ship).

On the start of the ship's turn, the creature driving the ship decides what the ship does for its action.

Officer Actions

Player characters can use their actions to take special officer actions for the ship. Here are example actions officers make use:

Aim and Fire

As an action, a officer can better focus the aim one of the ship's weapons. The chosen weapon gains advantage on the next attack roll made until the end of the ship's next turn.

Brace

As an action, an officer can prepare the crew to brace the ship for any incoming attack or projectiles. Until the start of the officer's next turn, the ship's hull gains +2 Armor Class against outside projectiles being fired at it. This action can only be taken once per round by one member of the crew, and the bonus does not stack.

Full Speed Ahead

As an action, an officer can unfurl the sails and command the crew to work harder. Roll a 1d6 and multiply the result by 5. Apply the total as a bonus to the ship's speed until the end of the ship's next turn. If this bonus is applied to a ship's speed when the ship is already moving faster than normal, use the higher result instead. Don't add the two bonuses together.

CHAPTER 2 | SHIPS AND SAILING

Crashing

If a ship collides the space of another creature or object, it might crash. A ship does not crash if the creature or object is at least two sizes smaller than it.

When a ship crashes, it must immediately make a DC 10 Constitution saving throw. On a failed save, it takes damage to the hull based on the size of the creature of object it crashed into, as shown on the Crash Damage table. It also stops moving if the object or creature is bigger than it or one size smaller. Otherwise the ship continues moving and the creature or object moves to the nearest unoccupied space that is not in the ship's path. At the DM's discretion, an object that is forced to move but is fixed in place is instead destroyed.

Crash Damage

Size Bludgeoning Damage
Small 1d6
Medium 1d10
Large 4d10
Huge 8d10
Gargantuan 16d10

A creature struck must make a Dexterity saving throw with a DC equal to 10 + the ship's Strength modifier, taking damage based on the ship's size (as shown on the Crash Damage table) on a failed save, or half as much damage on a successful one.

Docking a Ship

When docking a ship at an island, having a crew and lookout to maintain and guard it can ensure its safety while exploring new locations. Alternatively, leaving a ship guarded at a harbor will usually keep it safe from thieves or disasters, but may cost an additional fee.

Shipbuilding and Upgrades

A shipwright or local shipbuilders can spend time constructing or upgrading a boat at a dock or harbor, so long as local supplies are available. More information is provided earlier in the section under "Building a Ship" and "Ship Upgrades".

Repairs

While a ship is left at a dock or harbor, its damaged component or hull can easily be repaired by local shipwrights for a fee.

Alternatively, the crew's shipwright or any number of characters proficient with carpenter's tools can spend downtime repairing the ship. At the end of each day, each character actively repairing the ship's component regains 1d6 + the character's Strength modifier in hit points. If the chosen component was at 0 hit points and isn't the hull, the component becomes functional again.

Hiring

While docked, a captain may consider hiring additional crew members for future voyages or to aid in building and repair at the docks or harbor. Prices for hirelings are listed under "Hirelings" in a previous section. The price for hiring lackeys to aid in ship repair or building is ฿2,000 per day.

Ship Salvaging

When a players ship is destroyed or when a sunken ship is found, a crew may attempt to salvage any broken components to sell or reuse. A character with proficiency in carpenter's tools can attempt to salvage component other than a hull that has an undetermined amount of hit points. To do so, they must succeed on a DC 15 Strength check (Carpenter's Tools) to recover as much as they can from the component in the wreckage. On a successful check, the component has 1d10 hit points remaining. Otherwise, the component is broken.

Selling a component requires repairing or refurbishing it beforehand. Parts sold are only worth 25% of their base value to shipyards. If a component is damaged, an additional percentage is subtracted from its sell value for every hit point the component is missing.

Mapping

Keeping a DM map of the ocean and islands throughout the world, as well as various zones, key locations, and tracking where other crews are will help keep track of travel and properly measure distance between islands and locations.

Finding a Map

Completed maps may be found all throughout the adventure that detail specific sections of the world and sea. These maps can be handed out as quest rewards, treasure, or may be available for purchase in some locations. However, finding a detailed world map is practically impossible, as much of the grand line is unexplored and too dangerous for most mapmakers to draw. Other than maps of chunks of the sea and nearby islands, ordinary maps aren't easy to find, especially on the grand line. To figure out which way to venture, most pirates may attempt to create their own maps during their journey and piece together the surrounding regions as they travel.

Drawing a Map

A skilled captain or navigator may attempt to create a map during their journey. To do so, navigator's tools are required. A well-made map details each island, regions of the sea, continents, and danger zones in each area it maps. Players may draw a map themselves when given details of the world, or alternatively the DM may give handouts of each portion of the world map the players explore to help them understand where they are. An example of a DM map, which a player would attempt to replicate on their own with given details, is provided on the next page.

CHAPTER 2 | SHIPS AND SAILING

Example World Map (Section of Grand Line)

CHAPTER 2 | SHIPS AND SAILING

Chapter 3: Monster Manual

When designing encounters for player characters, you may wish to present them with a wide variety of creatures or monsters to face in combat. This section will provide such creatures to occupy your table, with example statblocks you can use or alter for your game. Many of the creatures listed here may be mostly derived from the original series, although some are original creatures that have been only partially inspired by existing characters. Additionally, NPCs will use certain mechanics such as devil fruits and haki in a way that is different from the way player characters use them.

These creatures can be used alongside other creatures listed in the standard Dungeons and Dragons Monster Manual and other expansion books.

Sea Creatures



Sea King Wyrmling

Large Monstrosity, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 90 (12d10 + 24)
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 8 (-1) 10 (+0) 10 (+0)

  • Saving Throws Dex +2, Con +4, Wis +2
  • Damage Resistances cold
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Sea King, Telepathy 120 ft. (with others that can hear the "voice of all things")
  • Challenge 4 (1,100 XP)

Amphibious. The sea king can breathe air and water.

Siege Monster. The sea king deals double damage to objects and structures.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d12 + 3) piercing damage.

Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d10 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained, and the sea king can’t constrict another target.

Tidal Cannon (Recharge 5-6). The sea king exhales a 15-foot cone crushing wave of frigid seawater. Each creature in that area must make a DC 12 Dexterity saving throw. On a failure, the target takes 11 (2d10) bludgeoning damage and 11 (2d10) cold damage, and is pushed 15 feet away from the sea king and knocked prone. On a successful save the creature takes half as much damage and isn’t pushed or knocked prone.



Young Sea King

Huge Monstrosity, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 178 (17d12 + 68)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 10 (+0) 12 (+1) 12 (+1)

  • Saving Throws Dex +4, Con +8, Wis +5
  • Damage Resistances cold
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Sea King, Telepathy 120 ft. (with others that can hear the "voice of all things")
  • Challenge 10 (5,900 XP)

Amphibious. The sea king can breathe air and water.

Siege Monster. The sea king deals double damage to objects and structures.

Actions

Multiattack. The sea king can make one Bite attack and one Constrict or Tail attack.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (1d12 + 5) piercing damage plus (1d12) cold damage.

Constrict. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (2d10 + 5) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the creature is restrained, and the sea king can’t constrict another target.

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: (1d12 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 30 feet away from the sea king and knocked prone.

Tidal Cannon (Recharge 5-6). The sea king exhales a 30-foot cone crushing wave of frigid seawater. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the target takes 27 (5d10) bludgeoning damage and 27 (5d10) cold damage, and is pushed 30 feet away from the sea king and knocked prone. On a successful save the creature takes half as much damage and isn’t pushed or knocked prone.



Sea King

Gargantuan Monstrosity, unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 341 (22d20 + 110)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 20 (+5) 10 (+0) 12 (+1) 12 (+1)

  • Saving Throws Dex +6, Con +11, Wis +7
  • Damage Resistances cold
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Sea King, Telepathy 120 ft. (with others that can hear the "voice of all things")
  • Challenge 17 (18,000 XP)

Amphibious. The sea king can breathe air and water.

Siege Monster. The sea king deals double damage to objects and structures.

Actions

Multiattack. The sea king can make one Bite attack and one Constrict or Tail attack.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: (2d12 + 7) piercing damage plus (1d12) cold damage.

Constrict. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: (4d10 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the creature is restrained, and the sea king can’t constrict another target.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 30 feet away from the sea king and knocked prone.

Seawater Cannon (Recharge 5-6). The sea king exhales a 60-foot cone crushing wave of frigid seawater. Each creature in that area must make a DC 18 Dexterity saving throw. On a failure, the target takes 33 (6d10) bludgeoning damage and 33 (6d10) cold damage, and is pushed 30 feet away from the sea king and knocked prone. On a successful save the creature takes half as much damage and isn’t pushed or knocked prone.

CHAPTER 3 | MONSTER MANUAL


Ancient Sea King

Gargantuan Monstrosity, unaligned


  • Armor Class 21 (natural armor)
  • Hit Points 409 (21d20 + 189)
  • Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
28 (+9) 12 (+1) 29 (+9) 14 (+2) 19 (+4) 15 (+2)

  • Saving Throws Dex +8, Con +16, Wis +11
  • Damage Resistances cold, fire
  • Senses truesight 120 ft., passive Perception 21
  • Languages Sea King, Telepathy 120 ft. (with others that can hear the "voice of all things")
  • Challenge 24 (62,000 XP)

Amphibious. The sea king can breathe air and water.

Legendary Resistances (3/Day). If the sea king fails a saving throw, it can choose to succeed instead.

Rage of The Sea (Recharges after a Short or Long Rest). If the sea king would be reduced to 0 Hit Points, its current hit point total instead resets to 350 Hit Points, and it recharges its Seawater Cannon. Additionally, the sea king can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 62,000 XP (124,000 XP total) for defeating the sea king after its Rage of The Sea activates.

Siege Monster. The sea king deals double damage to objects and structures.

Actions

Multiattack. The sea king can make one Bite attack and one Constrict or Tail attack.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: (2d12 + 9) piercing damage plus (1d12) cold damage.

Constrict. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: (4d10 + 9) bludgeoning damage, and the target is grappled (escape DC 24). Until this grapple ends, the creature is restrained, and the sea king can’t constrict another target.

Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: (2d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.

Seawater Cannon (Recharge 5-6). The sea king exhales a 90-foot cone wave of frigid seawater. Each creature in that area must make a DC 24 Dexterity saving throw. On a failure, the target takes 44 (8d10) bludgeoning damage and 44 (8d10) cold damage, and is pushed 15 feet away from the sea king and knocked prone. On a successful save the creature takes half as much damage and isn’t pushed or knocked prone.

Legendary Actions

The sea king can take 3 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 sea king regains spent legendary actions at the start of its turn.

  • Tail. The sea king makes one Tail attack.
  • Move. The sea king moves up to its speed. If the sea king is swimming, this movement doesn’t provoke opportunity attacks.
  • Tidal Wave (Costs 3 Actions). The sea king unleashes a wave of water that crashes down in a 90-foot line that is 10 feet wide and 10 feet tall. Each creature in that area must make a DC 24 Dexterity saving throw, taking 11 (2d10) bludgeoning damage and 11 (2d10) cold damage on a failed save, or half as much damage on a successful one.

Mythic Actions

If the sea king’s Rage of the Sea trait has activated in the last hour, it can use the options below as legendary actions.

  • Bite. The sea king makes one Bite attack.
  • Roar of Storms (Costs 2 Actions). The sea king unleashes a magical roar. Each creature in a 60-foot-radius sphere centered on the sea king must succeed on a DC 24 Constitution saving throw or take 16 (3d10) thunder damage and be knocked prone.
CHAPTER 3 | MONSTER MANUAL

Beast Variant: Sea Beast

Sea beasts are large aquatic animals that very closely resemble beasts that normally live above water. To create a sea beast stat block, one can modify a currently existing beast statblock by using the same statistics, except the ones below.

Challenge Rating. The beast's CR increases by 5, rounded up.

Type. The beast's type becomes a monstrosity.

Size. The beast's size increases to huge if it is currently large or smaller.

Docile. The beast's alignment is generally neutral.

Hit Points. The beast's hit points increase by 100.

Aquatic. The beast gains an aquatic serpentine tail in place of its hind legs. Its walking speed becomes 20 ft., and it gains a swimming speed of 40 feet unless it already has a swimming speed, in which case it increases to 40 feet. It also gains the Amphibious trait and is resistant to cold damage.

Immense Strength. The beast's strength score increases to 20, unless it is already higher. Also, when it makes a melee weapon attack, it gains an extra damage dice.

Underwater Senses. The beast gains darkvision of 120 feet unless it already has darkvision, in which case it increases to 120 feet if it is lower.

Tidal Breath. The beast gains the Tidal Breath action below.

##### Tidal Breath (Recharge 5-6) The sea beast exhales a 30-foot cone of cold seawater. Each creature in that area must make a Constitution saving throw (DC 10 + the beast's Constitution modiifer), taking an amount of cold damage equal to 1d10 for each CR of the beast on a failed save, or half as much on a successful one.


Example: Sea Beast [Cow]

Huge Monstrosity, neutral


  • Armor Class 10 (natural armor)
  • Hit Points 115 (12d10 + 124)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 4 (-3)

  • Damage Resistances cold
  • Senses darkvision 120 ft., passive Perception 10
  • Languages -
  • Challenge 6 (2,300 XP)

Amphibious. The sea beast can breathe air and water.

Charge. If the sea beast moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Tidal Breath (Recharge 5-6). The sea beast exhales a 30-foot cone of cold seawater. Each creature in that area must make a DC 12 Constitution saving throw, taking 33 (6d10) cold damage on a failed save, or half as much on a successful one.



Island Whale

Gargantuan monstrosity, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 157 (15d12 + 60)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 19 (+4) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +4
  • Senses blindsight 120 ft., passive Perception 14
  • Languages -
  • Challenge 8 (3,900 XP)

Echolocation. The whale can't use its blindsight while deafened.

Hold Breath. The whale can hold its breath for 30 minutes

Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.

Siege Monster. The whale deals double damage to objects and structures.

Vast Stomach. There exists a large open sea full of stomach acid in the whale's stomach which can hold a number of small islands, homes, or ships it swallows equal to its Constitution modiifer. If the capacity is reached, the whale cannot swallow anymore objects or creatures. A creature that spends more than a day in its stomach acid-infused waters falls to 0 hit points and dies as a result of being digested by the whale, unless the creature remains above water.

Variant: Adult Island Whale. If an island whale is fully grown, it is grows to epic proportions. Use the "Island Eater" statblock listed later in this section for the whale, but use the island whale's Echolocation and Keen hearing instead of the island eater's Reflective Scales trait, use the island whale's Hold Breath trait instead of the island eater's Water Breathing trait, and use the island eater's Vast Stomach trait and Swallow ability instead of the island eater's Annihilating Stomach trait and Swallow ability. Also, the island whale cannot use its Swallow ability as a part of its legendary actions or multiattack action.

Actions

Multiattack. The whale makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: (4d12 + 7) piercing damage. If the target is a creature, it is grappled, escape DC 17. Until this grapple ends, the target is restrained, and the island eater can't bite another target

Tail. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: (3d8 + 7) bludgeoning damage.

Swallow (Recharge 6). If the whale has half of its movement remaining, it moves into a space that is occupied by one or more creatures. Any creature or vehicle in the area must succeed on a DC 17 Dexterity saving throw or it becomes swallowed by the whale. On a success, a target is pushed 10 feet out of the whale's space. If there is no empty space to be pushed into, the target is knocked prone is knocked prone in the whale's space if its a creature. If there is a fixed object with 50 hit points or less in the space, it is destroyed. Otherwise, the whale is pushed out of the space into a nearby empty space it can fit into.



Royal Squid

Huge Beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 104 (11d12 + 33)
  • Speed 10 ft., swim 60 ft.

STR DEX CON INT WIS CHA
24 (+5) 13 (+1) 17 (+3) 4 (-3) 10 (+0) 4 (-3)

  • Skills Perception +4, Stealth +5
  • Senses blindsight 60 ft., passive Perception 14
  • Languages -
  • Challenge 6 (2,300 XP)

Hold Breath. While out of water, the squid can hold its breath for 1 hour.

Siege Monster. The squid deals double damage to objects and structures.

Underwater Camouflage. The squid has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The squid can breathe only underwater.

Actions

Multiattack. The squid makes two tentacle attacks, one of which it can replace with its Fling.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (4d8 + 5) piercing damage.

Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: (1d6 + 5) bludgeoning damage. The target is grappled, escape DC 17 Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the squid can't use the same tentacle on another target. The squid has two tentacles, each of which can grapple one target.

Fling. One Medium or smaller object held or creature grappled by the squid is thrown up to 30 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone.

CHAPTER 3 | MONSTER MANUAL


Horn Shark

Huge Beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 126 (11d12 + 55)
  • Speed 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 21 (+5) 1 (-5) 10 (+0) 5 (-3)

  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge 5 (1,800 XP)

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Charge. If the shark moves at least 20 ft. straight toward a target and then hits 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 DC 16 Strength saving throw or be knocked prone.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (3d10 + 6) piercing damage.

Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (3d8 + 6) bludgeoning damage.



Bananawani (F-Wani)

Huge Beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 85 (9d12 + 27)
  • Speed 60 ft., swim 50 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 17 (+3) 2 (-4) 10 (+0) 7 (-2)

  • Skills Stealth +5
  • Senses passive Perception 10
  • Challenge 5 (1,800 XP)

Hold Breath. The bananawani can hold its breath for 30 minutes.

Actions

Multiattack. The bananawani makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (3d10 + 5) piercing damage. The target is grappled, escape dc 16 Until this grapple ends, the target is restrained, and the bananawani can't bite another target

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone



Flying Fish

Large Beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 16 (3d10)
  • Speed 0 ft., fly 50 ft., swim 60 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (+0) 2 (-4) 12 (+1) 5 (-3)

  • Senses passive Perception 11
  • Challenge 1/2 (100 XP)

Charge. If the flying fish moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Hold Breath. While out of water, the flying fish can hold its breath for 5 minutes.

Water Breathing. The flying fish can breathe only underwater.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) bludgeoning damage.



Super Spot-Billed Duck

Large Beast, unaligned


  • Armor Class 11
  • Hit Points 19 (3d10+3)
  • Speed 60 ft., fly 10 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

  • Senses passive Perception 10
  • Challenge 1/2 (100 XP)

Pack Tactics. The duck has advantage on an Attack roll against a creature if at least one of the duck's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Bill. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage.



Kung Fu Dugong

Small Beast, lawful neutral


  • Armor Class 14 (natural armor)
  • Hit Points 26 (4d8+8)
  • Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 14 (+2) 3 (-4) 15 (+2) 7 (-2)

  • Skills Acrobatics +5, Stealth +5
  • Senses passive Perception 12
  • Challenge 1/2 (100 XP)

Pack Tactics. The dugong has advantage on an Attack roll against a creature if at least one of the dugong's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Multiattack. The dugong makes two melee attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning damage.

Shell Shuriken. Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 3) piercing damage.

CHAPTER 3 | MONSTER MANUAL


Little Fighting Fish

Large Beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 15 (+2) 2 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Senses darkvision 120 ft., passive Perception 13
  • Challenge 2 (450 XP)

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Charge. If the fighting fish moves at least 20 ft. straight toward a target and then hits 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 DC 15 Strength saving throw or be knocked prone.

Swimming Leap. The fighting fish's Long Jump is up to 30 ft. and its High Jump is up to 15 ft., without needing a running start.

Water Breathing. The fighting fish can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 5) piercing damage.

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 5) bludgeoning damage.



Fighting Fish

Huge Beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 94 (9d10 + 45)
  • Speed 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA
23 (+6) 13 (+1) 21 (+5) 2 (-4) 12 (+1) 6 (-2)

  • Skills Perception +4
  • Senses darkvision 120 ft., passive Perception 14
  • Challenge 5 (1,800 XP)

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Charge. If the fighting fish moves at least 20 ft. straight toward a target and then hits 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 DC 16 Strength saving throw or be knocked prone.

Swimming Leap. The fighting fish's Long Jump is up to 30 ft. and its High Jump is up to 15 ft., without needing a running start.

Water Breathing. The fighting fish can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (3d10 + 6) piercing damage.

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (3d8 + 6) bludgeoning damage.

Deadly Leap. If the fighting fish jumps at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 17 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) piercing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the fighting fish's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the fighting fish's space.



Yagara Bull

Large Beast, unaligned


  • Armor Class 11
  • Hit Points 19 (3d10+3)
  • Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

  • Senses passive Perception 11
  • Challenge 1/2 (100 XP)

Amphibious. The yagara bull can breathe air and water.

Charge. If the yagara bull moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.



King Bull

Gargantuan Beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 121 (9d20+27)
  • Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 17 (+3) 2 (-4) 12 (+1) 7 (-2)

  • Saving Throws Con +6
  • Senses passive Perception 11
  • Challenge 5 (1,800 XP)

Amphibious. The yagara bull can breathe air and water.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: (6d8 + 5) piercing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: (5d8 + 5) bludgeoning damage. The target must succeed on a dc 14 strength saving throw or be knocked prone

CHAPTER 3 | MONSTER MANUAL


Yuda

Gargantuan monstrosity, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 247 (15d20 + 90)
  • Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 9 (-1) 22 (+6) 1 (-5) 12 (+1) 3 (-4)

  • Saving Throws Dex +6, Con +11, Wis +7
  • skills Perception +3
  • Damage Resistances cold
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
  • Languages -
  • Challenge 15 (13,000 XP)

Amphibious. The yuda can breathe air and water.

Actions

Multiattack. The sea king can make one Bite attack and one Constrict or Tail attack.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: (3d8 + 9) piercing damage plus (12d6) poison damage. The target must make a DC 19 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.

Constrict. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: (3d6 + 9) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the creature is restrained, and yuda can’t constrict another target. While the creature is restrained this way, it takes 21 (6d6) bludgeoning damage at the start of each of the yuda's turns.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be pushed up to 30 feet away from the yuda and knocked prone.



Island Eater

Gargantuan monstrosity (titan), unaligned


  • Armor Class 25 (natural armor)
  • Hit Points 676 (33d20 + 330)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 30 (+10) 3 (-4) 11 (+0) 11 (+0)

  • Saving Throws Int +5, Wis +9, Cha +9
  • Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Resistances cold
  • Condition Immunities charmed, fightened, paralyzed, poisoned
  • Senses blindsight 120 ft., passive Perception 10
  • Challenge 30 (155,000 XP)

Annihilating Stomach. Any creature reduced to 0 hit points while within the island eater's stomach is fully digested and dies and can't be revived by any means short of a wish spell.

Legendary Resistance (3/Day). If the island eater fails a saving throw, it can choose to succeed instead.

Magic Resistance. The island eater has advantage on saving throws against spells and other magical effects.

Reflective Scales. Any time the island eater is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the island eater is unaffected. On a 6, the island eater is unaffected, and the effect is reflected back at the caster as though it originated from the island eater, turning the caster into the target.

Siege Monster. The island eater deals double damage to objects and structures.

Water Breathing. The island eater can breathe only underwater.

Actions

Multiattack. The island eater can use its Frightful Presence. It then makes five attacks: one with its bite, two with its fins, one with its slam, and one with its tail. It can use its Swallow instead of its bite.

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: (4d12 + 10) piercing damage. If the target is a creature, it is grappled, escape DC 20. Until this grapple ends, the target is restrained, and the island eater can't bite another target.

Fin. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: (4d8 + 10) bludgeoning damage.

Slam. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: (4d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed 30 feet away from the island eater.

Frightful Presence. Each creature of the island eater's choice within 120 feet of it and aware of it must succeed on a DC 17 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 the island eater is within line of sight, 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 island eater's Frightful Presence for the next 24 hours.

Swallow. The island eater makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the island eater, and it takes 56 (16d6) acid damage at the start of each of the island eater's turns.

If the island eater takes 60 damage or more on a single turn from a creature inside it, the island eater must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures and objects, which fall prone in a space within 10 feet of the island eater. If the island eater dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Legendary Actions

The island eater can take 3 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 sea king regains spent legendary actions at the start of its turn.

  • Attack. The island eater makes one fin or tail attack.
  • Move. The island eater moves up to half its speed without provoking an opportunity attack.
  • Chomp (Costs 2 Actions). The island eater makes one bite attack or uses its swallow.


Giant Aquatic Centipede

Huge Beast, any alignment


  • Armor Class 13 (natural armor)
  • Hit Points 157 (15d12 + 60)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 18 (+4) 1 (-5) 10 (+0) 3 (-4)

  • Skills Perception +3
  • Damage Resistances cold
  • Senses blindsight 30 ft., passive Perception 13
  • Challenge 7 (2,900 XP)

Amphibious. The centipede can breathe air and water.

Actions

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (3d10 + 7) piercing damage plus (7d6) poison damage. The target must make a DC 16 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.

Constrict. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (3d10 + 7) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the creature is restrained, and the centipede can’t constrict another target.

CHAPTER 3 | MONSTER MANUAL


Naitamie-Norida Elephant

Gargantuan monstrosity (island), lawful good


  • Armor Class 22 (natural armor)
  • Hit Points 533 (26d20 + 260)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 30 (+10) 19 (+4) 20 (+5) 15 (+2)

  • Saving Throws Con +18, Wis +13, Cha +10
  • Skills Intimidation +10, Perception +21
  • Condition Immunities Exhaustion, paralyzed, petrified, poisoned, stunned
  • Senses blindsight 120 ft., tremorsense 60 ft., passive Perception 31
  • Languages Telepathy 120 ft. (with others that can hear the "voice of all things")
  • Challenge 27 (105,000 XP)

Ancient Wrath (Recharges after a Short or Long Rest). If the Naitamie-Norida Elephant would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, and it recharges its Trunk Slam, and it regains any expended uses of Legendary Resistance.. Additionally, the elephant can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the elephant after its Ancient Wrath activates.

Legendary Resistances (4/Day). If the Naitamie-Norida Elephant fails a saving throw, it can choose to succeed instead.

Long Legs. The Naitamie-Norida Elephant can walk through bodies of water normally using its walking speed, as its legs will extend to the sea floor.

Trampling Charge. If the Naitamie-Norida Elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 26 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 one Trunk or Gore attack and one Stomp attack.

Gore. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: (4d8 + 10) piercing damage.

Trunk. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: (4d12 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be pushed 30 feet away from the elephant and knocked prone.

Stomp. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: (4d10 + 10) bludgeoning damage.

Trunk Slam (Recharge 5-6). The elephant winds up and slams its trunk downward with all its strength in a 120-foot line that is 10 feet wide, striking everything beneath it. Each creature in that line must make a DC 26 Dexterity saving throw, taking 78 (12d12) bludgeoning damage and is knocked prone on a failed save, or taking half as much damage and isn't knocked prone on a successful one.

Water Pump (Recharges after a Short or Long Rest). The elephant pumps water from its trunk into an area within 120 feet of it. It covers a square mile of area with rushing seawater that fills any cracks or recesses. A creature that starts its turn in the moving water must make a DC 20 Strength saving throw or be knocked prone and be pushed up to 30 feet in the direction the water is moving. The moving water settles after 1 minute.

Legendary Actions

The Naitamie-Norida Elephant can take 3 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 elephant regains spent legendary actions at the start of its turn.

  • Gore. The elephant makes one Gore attack.
  • Move. The elephant moves up to half its speed.
  • Thrash (Costs 3 Actions). The elephant thrashes violently, shaking every creature on it or nearby. Any creature currently on the elephant or standing within 120 feet of it must succeed on a DC 26 Strength saving throw or be knocked prone.

Mythic Actions

If the Naitamie-Norida Elephant’s Ancient Wrath trait has activated in the last hour, it can use the options below as legendary actions.

  • Trunk. The elephant makes one Trunk attack.
  • Deafening Roar (Costs 2 Actions). The elephant unleashes a deafening roar. Each creature in a 60-foot-radius sphere centered on the sea king must succeed on a DC 26 Constitution saving throw or take 16 (3d12) thunder damage and be deafened until the end of its next turn.
CHAPTER 3 | MONSTER MANUAL


Adult Bananawani

Huge Beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 136 (13d12 + 52)
  • Speed 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 9 (-1)

  • Skills Perception +4, Stealth +6
  • Senses passive Perception 14
  • Challenge 8 (3,900 XP)

Hold Breath. The bananawani can hold its breath for 30 minutes.

Actions

Multiattack. The bananawani makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (4d10 + 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 bananawani can't bite another target

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (3d8 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone

Sky Creatures



South Bird

Small Beast, unaligned


  • Armor Class 12
  • Hit Points 9 (2d6 + 2)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 12 (+1) 3 (-4) 14 (+2) 5 (-3)

  • Skills Perception +4, Stealth +4
  • Senses passive Perception 14
  • Challenge 1/8 (25 XP)

Keen Sight. The south bird has advantage on Wisdom (Perception) checks that rely on sight.

South Pointing. The south bird's head always points south.

Variant: Other Direction Pointing. The south bird may be born pointing its head in a different direction than others. In this case, it might be called a "North Bird", "East Bird", or "West Bird" instead depending on the direction it points.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.

Variant: Summon Insects (1/Day). A swarm of insects appear in an unoccupied space within 60 feet of the south bird and act as its ally. It remains for 1 minute, or until the south bird dies, or until the south bird dismisses it as an Action.



Cloud Fox

Tiny Beast, unaligned


  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 40 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Challenge 0 (10 XP)

Keen Smell. The cloud fox has advantage on Wisdom (Perception) checks that rely on smell.

Cloud Tunneler. The fox can Burrow through cloud at half its Burrow speed and leaves a 2-foot-diameter tunnel in its wake.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1) piercing damage.



Three-length Bird

Large Beast, neutral evil


  • Armor Class 10
  • Hit Points 19 (3d10 + 3)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 6 (-2) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages understands Common but can't speak
  • Challenge 1 (200 XP)

Keen Sight and Smell. The three-length bird has advantage on Wisdom (Perception) checks that rely on sight or smell.

Pack Tactics. The three-length bird has advantage on an attack roll against a creature if at least one of the three-length bird's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Multiattack. The three-length bird makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage.

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 + 2) slashing damage.

Variant: Flame Dial Breath (Recharge 5-6). The three-length bird exhales fire from a flame dial in its mouth in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

CHAPTER 3 | MONSTER MANUAL


Octopus Balloon

Small Beast, unaligned


  • Armor Class 12
  • Hit Points 3 (1d6)
  • Speed 5 ft., swim 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 3 (-4) 10 (+0) 4 (-3)

  • Skills Perception +2, Stealth +4
  • Senses passive Perception 12
  • Challenge 0 (10 XP)

Hold Breath. While out of water or sea cloud, the octopus can hold its breath for 30 minutes.

Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater or in sea clouds.

Water Breathing. The octopus can breathe only underwater or in sea cloud.

Actions

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1) bludgeoning damage. The target is grappled, escape dc 10 Until this grapple ends, the octopus can't use its tentacles on another target

Inflate. The octopus inflates to become gargantuan in size, slowing the fall of anything it is attached or grappled to. The rate of descent slows to 60 feet per round until the octopus runs out of breath. If the creature or object lands before the octopus deflates or lets go, it takes no falling damage and can land on its feet.

Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus. The area is heavily obscured for 1 minute, although a significant current or wind can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.



Sky Fish

Tiny Beast, unaligned


  • Armor Class 13
  • Hit Points 1 (1d4-1)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)

  • Skills Stealth +5
  • Senses blindsight 60 ft., passive Perception 8
  • Challenge 0 (10 XP)

Cloud Breathing. The sky fish can breathe only in sea cloud.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1) piercing damage.



Swarm of Sky Fish

Medium swarm of tiny beasts, unaligned


  • Armor Class 13
  • Hit Points 24 (7d8-7)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)

  • Skills Stealth +5
  • Senses blindsight 60 ft., passive Perception 8
  • Challenge 1/4 (50 XP)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny sky fish. The swarm can't regain hit points or gain temporary hit points.

Cloud Breathing. The sky fish can breathe only in sea cloud.

Actions

Bites (swarm has more than half HP). Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: (2d6) piercing damage.

Bites (swarm has half HP or less). Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: (1d6) piercing damage.



Sky Shark

Huge Beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 126 (11d12 + 55)
  • Speed 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 21 (+5) 1 (-5) 10 (+0) 5 (-3)

  • Skills Perception +3
  • Senses blindsight 60 ft., passive Perception 13
  • Challenge 5 (1,800 XP)

Blood Frenzy. The sky shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Cloud Breathing. The sky shark can breathe only in sea cloud.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (3d10 + 6) piercing damage.

CHAPTER 3 | MONSTER MANUAL


Sky Lamprey

Gargantuan monstrosity, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 188 (13d20 + 52)
  • Speed 50 ft., burrow 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA
25 (+7) 7 (-2) 19 (+4) 1 (-5) 8 (-1) 4 (-3)

  • Saving Throws Con +7, Wis +2
  • Senses blindsight 30 ft., tremorsense 60ft., passive Perception 13
  • Challenge 8 (3,900 XP)

Cloud Tunneler. The sky lamprey can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Amphibious. The sky lamprey can breathe air and sea cloud.

Actions

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (3d8 + 7) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the lamprey. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the lamprey, and it takes 21 (6d6) acid damage at the start of each of the lamprey's turns. If the lamprey takes 30 damage or more on a single turn from a creature inside it, the lamprey must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the lamprey. If the lamprey dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.



Sky Dot Bird

Large Beast, unaligned


  • Armor Class 13
  • Hit Points 26 (4d10 + 4)
  • Speed 10 ft., fly 80 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (+0)

  • Skills Perception +4
  • Senses passive Perception 14
  • Languages understands Common but can't speak it
  • Challenge 1 (200 XP)

Keen Sight. The sky dot bird has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The sky dot bird makes two attacks: one with its beak and one with its talons.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6+3) piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6+3) slashing damage.



Sayin Goabird

Gargantuan monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 248 (16d20 + 80)
  • Speed 20 ft., fly 120 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (+0)

  • Saving Throws Dex +4, Con +9, Wis +4, Cha +3
  • Skills Perception +4
  • Senses passive Perception 14
  • Challenge 11 (7,200 XP)

Keen Sight. The goabird has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The goabird makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: (4d8+9) piercing damage.

Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: (4d6+9) slashing damage. The target is grappled, escape dc 19 Until this grapple ends, the target is restrained, and the goabird can't use its talons on another target



Sayin Goabird Chick

Medium monstrosity, unaligned


  • Armor Class 13
  • Hit Points 22 (4d10)
  • Speed 10 ft., fly 10 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 4 (-3)

  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge 1/4 (50 XP)

Keen Sight. The chick has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8+2) piercing damage.

CHAPTER 3 | MONSTER MANUAL

Land Creatures



Lapahn

Medium beast, lawful evil


  • Armor Class 11 (natural armor)
  • Hit Points 19 (3d8 + 6)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge 1/2 (100 XP)

Keen Smell. The lapahn has advantage on Wisdom (Perception) checks that rely on smell.

Standing Leap. The lapahn's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

Actions

Multiattack. The lapahn makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6+2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4+2) slashing damage.



Giant God Snake

Gargantuan monstrosity, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 247 (15d20 + 90)
  • Speed 50 ft., swim 30 ft.

STR DEX CON INT WIS CHA
28 (+9) 14 (+2) 22 (+6) 1 (-5) 10 (+0) 3 (-4)

  • Saving Throws Con +11, Wis +4
  • Skills Perception +2, Stealth +4
  • Senses blindsight 30 ft., passive Perception 12
  • Challenge 15 (13,000 XP)

Forest Camouflage. The snake has advantage on Dexterity (Stealth) checks in forests or jungles.

Actions

Multiattack. The snake makes two attacks: one with its bite and one with its constrict.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (4d8+9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the snake. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the snake, and it takes 21 (6d6) acid damage at the start of each of the snake's turns. If the snake takes 30 damage or more on a single turn from a creature inside it, the snake must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the snake. If the snake dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Constrict. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (4d8+9) bludgeoning damage. The target is grappled, escape DC 19 Until this grapple ends, the creature is restrained, and the snake can't constrict another target. A grappled creature takes 21 (6d6) bludgeoning damage at the start of each of its turns.



Snake Weapon

Tiny beast, unaligned


  • Armor Class 13
  • Hit Points 2 (1d4)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4)

  • Senses blindsight 10 ft., passive Perception 10
  • Challenge 1/8 (25 XP)

Weapon Form. Being trained to be used as a bow, a snake weapon can use its action to transformform into a functional bow or quarterstaff that can be used by any creature that has proficiency with using the chosen weapon. It reverts back to its regular snake form when it falls to 0 hit points or spends a bonus action to do so.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1) piercing damage plus 5 (2d4) poison damage. The target must make a DC 10 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.



Blue Gorilla

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 95 (10d8 + 50)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 9 (-1) 9 (-1) 9 (-1)

  • Skills Intimidation +2, Perception +2
  • Damage Resistance cold, fire
  • Senses darkvision 60 ft., passive Perception 12
  • Challenge 5 (1,800 XP)

Aggressive. As a bonus action, the blue gorilla can move up to its speed toward a hostile creature that it can see.

Pack Tactics. The blue gorilla has advantage on an attack roll against a creature if at least one of the blue gorilla's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Multiattack. The blue gorilla makes two attacks with its greataxe.

Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d12+4) slashing damage.

Reactions

Unbridled Fury. In response to being hit by a melee attack, the blue gorilla can make one melee attack with advantage against the attacker.

CHAPTER 3 | MONSTER MANUAL


Komadane

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 22 (3d10 + 6)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 2 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge 1/2 (100 XP)

Keen Hearing and Smell. The komadane has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The komadane has advantage on an attack roll against a creature if at least one of the komadane's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone



Komainu

Huge beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 119 (14d10 + 42)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 17 (+3) 6 (-2) 12 (+1) 12 (+1)

  • Skills Perception +7, Stealth +6
  • Senses darkvision 60 ft., passive Perception 17
  • Challenge 6 (2,300 XP)

Keen Smell. The komainu has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The komainu has advantage on an attack roll against a creature if at least one of the komainu's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Pounce. If the komainu moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the komainu can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the komainu can long jump up to 25 ft.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (4d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (4d8 + 4) slashing damage.



Komashika

Large beast, unaligned


  • Armor Class 11
  • Hit Points 22 (3d10 + 6)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 2 (-4) 10 (+0) 7 (-2)

  • Senses passive Perception 10
  • Challenge 1/2 (100 XP)

Trampling Charge. If the komashika moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the komashika can make an attack with its hooves against it as a bonus action.

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d4 + 4) slashing damage.



Komatori

Large beast, unaligned


  • Armor Class 11
  • Hit Points 19 (3d10 + 3)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 7 (-2)

  • Senses passive Perception 10
  • Challenge 1/2 (100 XP)

Trampling Charge. If the komatori moves at least 20 ft. straight toward a target and then hits it with a talon attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the komatori can make an attack with its beak against it as a bonus action.

Actions

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 3) slashing damage.

CHAPTER 3 | MONSTER MANUAL

Den Den Mushi



Standard Den Den Mushi

Tiny beast, neutral


  • Armor Class 11 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
2 (-4) 5 (-3) 11 (+0) 4 (-3) 10 (+0) 8 (-1)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages Any languages it can hear, telepathy global (only with other willing Den Den Mushi devices)
  • Challenge 0 (10 XP)

Customizable. The Den Den Mushi can be modified and decorated to resemble its owner using special accessories. It can otherwise be altered by its owner in any way they see fit, so long as it doesn't damage or harm the snail in any significant way. When purchasing a Den Den Mushi from a store, it is possible to bundle in such accessories along with the original price of the Den Den Mushi.

Communication Tool. The Den Den Mushi serves as a natural communication device that can be used to contact other Den Den Mushi owners or perform a variety of advanced functions that would normally be designated to electronic devices, such as cameras, telephones, cell phones, projectors, etc.

The Standard Den Den Mushi is used as a real world telephone. It has a dial, receiver, and other parts that allow for it to telepathically communicate with other Standard Den Den Mushi phone devices. To contact another Den Den Mushi user using one's own Den Den Mushi, one must touch the Den Den Mushi and spend an action to dial the target creature's Den Den Mushi number into the dialer implanted into the Den Den Mushi's shell. The Den Den Mushi user receiving a call will have to pick up the receiver using an action after hearing it ring in order to connect a telepathic line between both Den Den Mushi devices. With the ability to perfectly emulate the speech and facial expressions of the creature on the other line, it serves as a representation of the individual a user is calling as they look and speak into it, and vice versa with the user as well. A creature must remain within 5 feet of the Den Den Mushi at all times to be able to communicate through it. To end the communication line, one of the call participants must spend a bonus action to "hang up" the Den Den Mushi.

Variant: Baby Den Den Mushi. A younger Den Den Mushi is much smaller than an adult Den Den Mushi, and can be concealed much more easily. It will still function the same as a regular Den Den Mushi, except its telepathy range is only 10 miles.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1) piercing damage.

Shell Defense. The Den Den Mushi withdraws into its shell, gaining a +4 bonus to AC until it emerges and cannot use its Communication Tool trait or Bite. It can emerge from its shell as a bonus action on its turn.



Black Den Den Mushi

Tiny beast, neutral


  • Armor Class 11 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 11 (+0) 4 (-3) 10 (+0) 8 (-1)

  • Skills Stealth +4
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Any languages it can hear, telepathy global (only with other Den Den Mushi devices it can intercept)
  • Challenge 0 (10 XP)

Customizable. The Den Den Mushi can be modified and decorated to resemble its owner using special accessories. It can otherwise be altered by its owner in any way they see fit, so long as it doesn't damage or harm the snail in any significant way. When purchasing a Den Den Mushi from a store, it is possible to bundle in such accessories along with the original price of the Den Den Mushi.

Communication Tool. The Den Den Mushi serves as a natural communication device that can be used to contact other Den Den Mushi owners or perform a variety of advanced functions that would normally be designated to electronic devices, such as cameras, telephones, cell phones, projectors, etc.

The Black Den Den Mushi is capable of eavesdropping into the telepathic communication line between other Den Den Mushi devices undetected. To do so, the Black Den Den Mushi's user must touch the Black Den Den Mushi and spend an action to intercept a call in between two Den Den Mushi users it knows and the Black Den Den Mushi must make a Dexterity (Stealth) check against the target Den Den Mushis' passive Perception. If this check succeeds, the line is successfully intercepted, and the Black Den Den Mushi can relay and save any portion of the call for its user to hear. The Black Den Den Mushi can intercept a call for up to 10 minutes, until the call ends, or until its user ends the interception as a bonus action. Once this feature is used, the Black Den Den Mushi cannot be used for 1 hour.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1) piercing damage.

Shell Defense. The Den Den Mushi withdraws into its shell, gaining a +4 bonus to AC until it emerges and cannot use its Communication Tool trait or Bite. It can emerge from its shell as a bonus action on its turn.

CHAPTER 3 | MONSTER MANUAL


White Den Den Mushi

Tiny beast, neutral


  • Armor Class 11 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
2 (-4) 5 (-3) 11 (+0) 4 (-3) 15 (+2) 8 (-1)

  • Skills Perception +10
  • Senses darkvision 60 ft., passive Perception 20
  • Languages -
  • Challenge 0 (10 XP)

Customizable. The Den Den Mushi can be modified and decorated to resemble its owner using special accessories. It can otherwise be altered by its owner in any way they see fit, so long as it doesn't damage or harm the snail in any significant way. When purchasing a Den Den Mushi from a store, it is possible to bundle in such accessories along with the original price of the Den Den Mushi.

Communication Tool. The Den Den Mushi serves as a natural communication device that can be used to contact other Den Den Mushi owners or perform a variety of advanced functions that would normally be designated to electronic devices, such as cameras, telephones, cell phones, projectors, etc.

The White Den Den Mushi is used to neutralize Black Den Den Mushi eavesdropping. A White Den Den Mushi can be attached or unattached to any Den Den Mushi by its user as an action. While attached to a Den Den Mushi this way, when a Black Den Den Mushi is attempting to intercept that Den Den Mushi's telepathic communication line, it must beat the White Den Den Mushi's passive perception instead of the Den Den Mushi it is attached to in order to succeed.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1) piercing damage.

Shell Defense. The Den Den Mushi withdraws into its shell, gaining a +4 bonus to AC until it emerges and cannot use its Communication Tool trait or Bite. It can emerge from its shell as a bonus action on its turn.



Horned Den Den Mushi

Tiny beast, neutral


  • Armor Class 11 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
2 (-4) 5 (-3) 11 (+0) 4 (-3) 10 (+0) 8 (-1)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages -
  • Challenge 0 (10 XP)

Customizable. The Den Den Mushi can be modified and decorated to resemble its owner using special accessories. It can otherwise be altered by its owner in any way they see fit, so long as it doesn't damage or harm the snail in any significant way. When purchasing a Den Den Mushi from a store, it is possible to bundle in such accessories along with the original price of the Den Den Mushi.

Communication Tool. The Den Den Mushi serves as a natural communication device that can be used to contact other Den Den Mushi owners or perform a variety of advanced functions that would normally be designated to electronic devices, such as cameras, telephones, cell phones, projectors, etc.

The Horned Den Den Mushi can be used to jam telepathic transmissions from other Den Den Mushi devices in the area. To do so, its user must touch the Horned Den Den Mushi and use an action to either activate or deactivate this jamming effect. While this effect is active, any other Den Den Mushi within 1 mile of the Horned Den Den Mushi cannot use their telepathy to contact or communicate with other Den Den Mushi devices.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1) piercing damage.

Shell Defense. The Den Den Mushi withdraws into its shell, gaining a +4 bonus to AC until it emerges and cannot use its Communication Tool trait or Bite. It can emerge from its shell as a bonus action on its turn.



Cameko Den Den Mushi

Tiny beast, neutral


  • Armor Class 11 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
2 (-4) 5 (-3) 11 (+0) 4 (-3) 15 (+2) 8 (-1)

  • Senses darkvision 120 ft., passive Perception 12
  • Languages Any languages it can hear, telepathy global (only with willing Proko Den Den Mushi devices)
  • Challenge 0 (10 XP)

Customizable. The Den Den Mushi can be modified and decorated to resemble its owner using special accessories. It can otherwise be altered by its owner in any way they see fit, so long as it doesn't damage or harm the snail in any significant way. When purchasing a Den Den Mushi from a store, it is possible to bundle in such accessories along with the original price of the Den Den Mushi.

Communication Tool. The Den Den Mushi serves as a natural communication device that can be used to contact other Den Den Mushi owners or perform a variety of advanced functions that would normally be designated to electronic devices, such as cameras, telephones, cell phones, projectors, etc.

The Cameko Den Den Mushi can use its sight to capture images and videos and store them. To do so, its user much touch the Cameko Den Den Mushi and spend an action to capture or record a picture or video of anything the Cameko Den Den Mushi can see for the duration. A Cameko Den Den Mushi can store this information and send it to a willing Proko Den Den Mushi device to project and play the visual information.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1) piercing damage.

Shell Defense. The Den Den Mushi withdraws into its shell, gaining a +4 bonus to AC until it emerges and cannot use its Communication Tool trait or Bite. It can emerge from its shell as a bonus action on its turn.



Proko Den Den Mushi

Huge beast, neutral


  • Armor Class 16 (natural armor)
  • Hit Points 52 (5d10+25)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
2 (-4) 5 (-3) 20 (+5) 4 (-3) 15 (+2) 8 (-1)

  • Senses darkvision 120 ft., passive Perception 12
  • Languages Any languages it can hear, telepathy global (only with willing Cameko Den Den Mushi devices)
  • Challenge 1/4 (50 XP)

Customizable. The Den Den Mushi can be modified and decorated to resemble its owner using special accessories. It can otherwise be altered by its owner in any way they see fit, so long as it doesn't damage or harm the snail in any significant way. When purchasing a Den Den Mushi from a store, it is possible to bundle in such accessories along with the original price of the Den Den Mushi.

Communication Tool. The Den Den Mushi serves as a natural communication device that can be used to contact other Den Den Mushi owners or perform a variety of advanced functions that would normally be designated to electronic devices, such as cameras, telephones, cell phones, projectors, etc.

The Proko Den Den Mushi can use its eyes to project and broadcast visual information sent telepathically to it by Cameko Den Den Mushi onto a screen up to 192 feet wide and 108 feet high.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1) piercing damage.

Shell Defense. The Den Den Mushi withdraws into its shell, gaining a +4 bonus to AC until it emerges and cannot use its Communication Tool trait or Bite. It can emerge from its shell as a bonus action on its turn.

CHAPTER 3 | MONSTER MANUAL


Projector Den Den Mushi

Tiny beast, neutral


  • Armor Class 11 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
2 (-4) 5 (-3) 11 (+0) 4 (-3) 15 (+2) 8 (-1)

  • Senses darkvision 120 ft., passive Perception 12
  • Languages -
  • Challenge 0 (10 XP)

Customizable. The Den Den Mushi can be modified and decorated to resemble its owner using special accessories. It can otherwise be altered by its owner in any way they see fit, so long as it doesn't damage or harm the snail in any significant way. When purchasing a Den Den Mushi from a store, it is possible to bundle in such accessories along with the original price of the Den Den Mushi.

Communication Tool. The Den Den Mushi serves as a natural communication device that can be used to contact other Den Den Mushi owners or perform a variety of advanced functions that would normally be designated to electronic devices, such as cameras, telephones, cell phones, projectors, etc.

The Projector Den Den Mushi can use its sight to view images with one eye and project them onto a larger screen with the other eye. To do so, its user much touch the Projector Den Den Mushi and spend an action to capture a picture of anything the Projector Den Den Mushi can see for the duration. It can then project this visual information onto a screen up to 192 feet wide and 108 feet high.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1) piercing damage.

Shell Defense. The Den Den Mushi withdraws into its shell, gaining a +4 bonus to AC until it emerges and cannot use its Communication Tool trait or Bite. It can emerge from its shell as a bonus action on its turn.



Golden Den Den Mushi

Tiny beast, neutral


  • Armor Class 11 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
2 (-4) 5 (-3) 11 (+0) 4 (-3) 10 (+0) 8 (-1)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages Any languages it can hear, telepathy global (only with a willing Silver Den Den Mushi device)
  • Challenge 0 (10 XP)

Customizable. The Den Den Mushi can be modified and decorated to resemble its owner using special accessories. It can otherwise be altered by its owner in any way they see fit, so long as it doesn't damage or harm the snail in any significant way. When purchasing a Den Den Mushi from a store, it is possible to bundle in such accessories along with the original price of the Den Den Mushi.

Communication Tool. The Den Den Mushi serves as a natural communication device that can be used to contact other Den Den Mushi owners or perform a variety of advanced functions that would normally be designated to electronic devices, such as cameras, telephones, cell phones, projectors, etc.

The Golden Den Den Mushi is an incredibly rare breed that is only able to send a single signal to a Silver Den Den Mushi. In order to send this signal, the user of the Golden Den Den Mushi must touch a button on the shell of the Golden Den Den Mushi as an action, and it will send an activation signal and its current coordinates to a Silver Den Den Mushi.

Variant: Baby Den Den Mushi. A younger Den Den Mushi is much smaller than an adult Den Den Mushi, and can be concealed much more easily. It will still function the same as a regular Den Den Mushi, except its telepathy range is only 10 miles.

Actions



Silver Den Den Mushi

Tiny beast, neutral


  • Armor Class 11 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
2 (-4) 5 (-3) 11 (+0) 4 (-3) 10 (+0) 8 (-1)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages Any languages it can hear, telepathy global (only with a willing Golden Den Den Mushi device)
  • Challenge 0 (10 XP)

Customizable. The Den Den Mushi can be modified and decorated to resemble its owner using special accessories. It can otherwise be altered by its owner in any way they see fit, so long as it doesn't damage or harm the snail in any significant way. When purchasing a Den Den Mushi from a store, it is possible to bundle in such accessories along with the original price of the Den Den Mushi.

Communication Tool. The Den Den Mushi serves as a natural communication device that can be used to contact other Den Den Mushi owners or perform a variety of advanced functions that would normally be designated to electronic devices, such as cameras, telephones, cell phones, projectors, etc.

The Silver Den Den Mushi is a rare breed is used for the sole purpose of activating an alarm when it receives a signal from a Golden Den Den Mushi. When it receives such a signal, it will generate a loud alarm sound that can be heard from up to 100 feet away.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1) piercing damage.

Shell Defense. The Den Den Mushi withdraws into its shell, gaining a +4 bonus to AC until it emerges and cannot use its Communication Tool trait or Bite. It can emerge from its shell as a bonus action on its turn.


CHAPTER 3 | MONSTER MANUAL

Marines



Marine Soldier [Recruit]

Medium humanoid (any race), lawful good


  • Armor Class 12 (thick shirt)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

  • Skills Athletics +3, Perception +2
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1/8 (25 XP)

Marine Formation. The Marine Soldier receives a +2 bonus to AC if one or more of its allies are within 5 ft. of it and aren't incapacitated.

Actions

Cutlass. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage

Rifle. Ranged Weapon Attack: +3 to hit, reach 80/320 ft., one target. Hit: 5 (1d8+1) bludgeoning damage




Marine Soldier [Lieutenant]

Medium humanoid (any race), lawful good


  • Armor Class 14 (light bulletproof shirt)
  • Hit Points 32 (5d8+10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 12 (+1)

  • Skills Athletics +3, Intimidation +3, Perception +2
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1/2 (100 XP)

Marine Formation. The Marine Soldier receives a +2 bonus to AC if one or more of its allies are within 5 ft. of it and aren't incapacitated.

Shorter Loading. The Marine Soldier only needs to spend a bonus action to fully reload Bazookas or Machine Guns. They must still use the loading properties.

Actions

Multiattack. The Marine Soldier makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage

Bazooka. Ranged Weapon Attack: +4 to hit, reach 60/300 ft., one target. Hit: 7 (2d6) fire damage and there is a 10% chance that the ammunition fired won't explode on contact. When this happens, the damage type is bludgeoning instead of fire.



Marine Elite [Captain]

Medium humanoid (any race), lawful good


  • Armor Class 14 (light bulletproof shirt)
  • Hit Points 65 (10d8+20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 12 (+1)

  • Skills Athletics +5, Intimidation +3, Perception +3, Survival +3
  • Senses passive Perception 13
  • Languages Common
  • Challenge 3 (700 XP)

Marine Formation. The Marine Soldier receives a +2 bonus to AC if one or more of its allies are within 5 ft. of it and aren't incapacitated.

Brute. A melee weapon deals one extra die of its damage when the Marine Soldier hits with it (included in the attack).

Innate Spellcasting (Six Powers). The Marine Soldier’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: • 3/day each: blur, barkskin (self), jump (self), misty step

Actions

Multiattack. The Marine Soldier makes two melee attacks.

Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) bludgeoning damage

Pistol. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: 5 (1d6+2) bludgeoning damage



Marine Elite [Vice Admiral]

Medium humanoid (any race), lawful good


  • Armor Class 17 (+1 bulletproof suit)
  • Hit Points 150 (20d8+60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 16 (+3) 12 (+1) 14 (+2) 18 (+4)

  • Saving Throws Dex +9, Con +7, Wis +6
  • Skills Athletics +6, Intimidation +8, Perception +6, Survival +5
  • Senses blindsight 10 ft., passive Perception 16
  • Languages Common
  • Challenge 11 (7,200 XP)

Armament Haki. The Marine Elite's weapon attacks count as magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks and damage, such as resistances granted by Devil Fruits. The Marine Elite also adds an additional (3d8) force damage onto its melee weapon attacks.

Observation Haki (2/Day). Whenever the Marine Elite makes an attack roll, an ability check, or a saving throw, it can decide to roll an additional d20. It can choose which of the d20s is used for the attack roll, ability check, or saving throw. The Marine Elite can change the outcome of a roll when an attack is made against it. Roll a d20, and then choose whether the attack uses the attacker’s roll or the Marine Elite's. If more than one creature uses observation haki to influence the outcome of a roll, any disadvantage or advantage from observation haki applied to the roll will be canceled; no additional dice are rolled.

Innate Spellcasting (Six Powers and Haki). The Marine Elite’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: • 3/day each: blur, barkskin (self), jump (self), misty step • 1/day each: arcane eye, haste (self), stoneskin (self)

Variant: Devil Fruit User. If the Marine Elite has consumed a Devil Fruit, it gains an Uncommon or Rare Fruit power, granting the Marine Elite any abilities and spells it gives. The Marine Elite will also gain all the weaknesses given to Devil Fruit users, such as water and seastone vulnerability. Its CR also increases by 2.

Actions

Multiattack. The Marine Elite makes three attacks with its katana.

Katana. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d8+5) slashing damage plus (3d8) force damage. The target must make a DC 15 Constitution saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

Pistol. Ranged Weapon Attack: +9 to hit, reach 30/120 ft., one target. Hit: (1d6+5) bludgeoning damage

CHAPTER 3 | MONSTER MANUAL


Marine Elite [Admiral]

Large humanoid (any race), lawful good


  • Armor Class 20 (Natural Armor)
  • Hit Points 346 (33d10+165)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 15 (+2) 21 (+5) 23 (+6) 21 (+5) 26 (+8)

  • Saving Throws Dex +9, Con +12, Wis +12, Cha +15
  • Skills Athletics +14, Insight +12, Intimidation +15, Perception +12, Survival +12
  • Damage Resistances Cold, fire, lightning
  • Damage Immunities Poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities Charmed, exhaustion, frightened, poisoned
  • Senses Truesight 120 ft., passive Perception 22
  • Languages Common
  • Challenge 24 (62,000 XP)

Legendary Resistance (3/Day). If the Marine Elite fails a saving throw, it can choose to succeed instead.

Armament Haki. The Marine Elite's weapon attacks count as magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks and damage, such as resistances granted by Devil Fruits. The Marine Elite also adds an additional (3d8) force damage onto its melee weapon attacks.

Observation Haki (3/Day). Whenever the Marine Elite makes an attack roll, an ability check, or a saving throw, it can decide to roll an additional d20. It can choose which of the d20s is used for the attack roll, ability check, or saving throw. The Marine Elite can change the outcome of a roll when an attack is made against it. Roll a d20, and then choose whether the attack uses the attacker’s roll or the Marine Elite's. If more than one creature uses observation haki to influence the outcome of a roll, any disadvantage or advantage from observation haki applied to the roll will be canceled; no additional dice are rolled.

Conqueror's Haki (2/Day). As a bonus action, the Marine Elite can manifest its frightful presence. Each creature of its choice that is within 120 feet of it and aware of it must succeed on a DC 23 Charisma saving throw. A creature that fails becomes frightened of it for 1 minute. A creature that fails this save by 5 or more is incapactiated until the start of the Marine Elite's next turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Innate Spellcasting (Six Powers and Haki). The Marine Elite’s innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no components: At Will: detect magic, dispel magic • 3/day each: blur, dominate person, jump (self), steel wind strike • 1/day each: arcane eye, death ward (self), dominate monster

Variant: Devil Fruit User. If the Marine Elite has consumed a Devil Fruit, it gains a Very Rare or Legendary Devil Fruit power, granting the Marine Elite any abilities and spells it gives. The Marine Elite will also gain all the weaknesses given to Devil Fruit users, such as water and seastone vulnerability. Its CR also increases by 2.

Actions

Multiattack. The Marine Elite makes two attacks with its Supreme Meito.

Supreme Meito. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: (2d10+7) slashing damage plus (3d8) force damage. The target must make a DC 20 Constitution saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

Ranged Sword Slash. Ranged Spell Attack: +13 to hit, reach 600 ft., one target. Hit: (7d6) slashing damage

Shave. The Marine Elite magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Legendary Actions

The Marine Elite can take 3 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 Marine Elite regains spent legendary actions at the start of its turn.

  • Attack. The Marine Elite makes one attack.
  • Rallying Cry. The Marine Elite bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the Marine Elite’s next turn.
  • Conqueror's Surge (Costs 2 Actions). The Marine elite releases a debilitating shockwave using its spirit. All other creatures within 60 feet of the Marine Elite must succeed on a DC 22 Strength saving throw or be knocked prone.
CHAPTER 3 | MONSTER MANUAL


Marine Leader [Fleet Admiral]

Large humanoid (any race), lawful good


  • Armor Class 20 (Natural Armor)
  • Hit Points 465 (30d12+270)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 15 (+2) 29 (+9) 25 (+7) 24 (+7) 28 (+9)

  • Saving Throws Dex +10, Con +17, Wis +15, Cha +17
  • Skills Athletics +17, Insight +15, Intimidation +17, Perception +15, Survival +15
  • Damage Resistances Cold, fire, lightning
  • Damage Immunities Poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities Charmed, exhaustion, frightened, poisoned
  • Senses Truesight 120 ft., passive Perception 22
  • Languages Common
  • Challenge 26 (90,000 XP)

Legendary Resistance (4/Day). If the Marine Leader fails a saving throw, it can choose to succeed instead.

Armament Haki. The Marine Leader's weapon attacks count as magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks and damage, such as resistances granted by Devil Fruits. The Marine Leader also adds an additional (3d8) force damage onto its melee weapon attacks.

Observation Haki (3/Day). Whenever the Marine Leader makes an attack roll, an ability check, or a saving throw, it can decide to roll an additional d20. It can choose which of the d20s is used for the attack roll, ability check, or saving throw. The Marine Leader can change the outcome of a roll when an attack is made against it. Roll a d20, and then choose whether the attack uses the attacker’s roll or the Marine Leader's. If more than one creature uses observation haki to influence the outcome of a roll, any disadvantage or advantage from observation haki applied to the roll will be canceled; no additional dice are rolled.

Conqueror's Haki (3/Day). As a bonus action, the Marine Leader can manifest its frightful presence. Each creature of its choice that is within 120 feet of it and aware of it must succeed on a DC 25 Charisma saving throw. A creature that fails becomes frightened of it for 1 minute. A creature that fails this save by 5 or more is incapactiated until the start of the Marine Leader's next turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Innate Spellcasting (Six Powers and Haki). The Marine Leader’s innate spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no components: At Will: detect magic, dispel magic • 3/day each: blur, dominate person, jump (self) • 1/day each: arcane eye, death ward (self), dominate monster

Iron Fist of Justice (Recharges after a Short or Long Rest). If the Marine Leader would be reduced to 0 hit points, its current hit point total instead resets to 350 hit points, it recharges its Spirit Slam, and it regains any expended uses of Legendary Resistance. Additionally, the Marine Leader can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the Marine Leader after its Iron Fist of Justice activates.

Variant: Devil Fruit User. If the Marine Leader has consumed a Devil Fruit, it gains a Legendary Devil Fruit power, granting the Marine Leader any abilities and spells it gives. The Marine Leader will also gain all the weaknesses given to Devil Fruit users, such as water and seastone vulnerability. Its CR also increases by 2.

Actions

Multiattack. The Marine Leader makes two Unarmed Strike attacks.

Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: (2d12+9) bludgeoning damage plus (3d8) force damage. The target must make a DC 25 Constitution saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

Ranged Leg Slash. Ranged Spell Attack: +17 to hit, reach 600 ft., one target. Hit: (8d6) slashing damage

Shave. The Marine Elite magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Spirit Slam (Recharge 5-6). The Marine Leader slams the ground with haki and releases crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 71 (11d12) force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. On a success or failure, the creature’s speed becomes 0 until the end of its next turn.

Legendary Actions

The Marine Leader can take 3 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 Marine Leader regains spent legendary actions at the start of its turn.

  • Unarmed Strike. The Marine Leader makes one Unarmed Strike attack.
  • Move. The Marine Leader moves up to its speed.
  • Shattering Punch (Costs 3 Actions). The Marine Leader releases a supersonic punch that releases devastating thunderous energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 25 Constitution saving throw, taking 27 (5d10) thunder damage on a failed save, or half as much damage on a successful one.

Mythic Actions

If the Marine Leader’s Iron Fist of Justice trait has activated in the last hour, it can use the options below as legendary actions.

  • Shave. The Marine Leader uses its Shave ability, but only teleports up to half the distance.
  • Wave of Triumph (Costs 2 Actions). The Marine Leader releases a wave of conquering spirit energy that also empowers allies. Each creature of the Marine Leader's choice in a 60-foot-radius sphere centered on the Marine leader must make a DC 25 Constitution saving throw, taking 7 (2d6) psychic damage on a failed save, half as much on a successful one. Also, a creature that fails this save becomes despaired until the end of the Marine Leader's next turn. Despaired creatures are under the effect of the bane spell (no concentration required) for the duration. In addition, up to four creatures of the Marine Leader's choice (including itself) in that area becomes empowered until the end of the Marine Leader's next turn. Empowered creatures gain 10 temporary hit points and are under the effect of the bless spell (no concentration required) for the duration.
CHAPTER 3 | MONSTER MANUAL

Pirates



Pirate Lackey [Recruit]

Medium humanoid (any race), any non-lawful alignment


  • Armor Class 12 (thick shirt)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

  • Skills Acrobatics +3, Perception +2
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1/8 (25 XP)

Pirate Raid. The Pirate Lackey has advantage on melee attack rolls and ability checks (Strength and Dexterity) if one or more of the Pirate's allies are within 5 ft. of the Pirate Lackey and the ally isn't incapacitated.

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage

Rifle. Ranged Weapon Attack: +3 to hit, reach 80/320 ft., one target. Hit: 5 (1d8+1) bludgeoning damage



Pirate Lackey [Buccaneer]

*Medium humanoid (any race), any non-lawful alignment


  • Armor Class 12 (thick shirt)
  • Hit Points 32 (5d8+10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

  • Skills Athletics +4, Intimidation +2, Perception +2
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1/2 (100 XP)

Pirate Raid. The Pirate Lackey has advantage on melee attack rolls and ability checks (Strength and Dexterity) if one or more of the Pirate's allies are within 5 ft. of the Pirate Lackey and the ally isn't incapacitated.

Actions

Multiattack. The Pirate Lackey makes two melee attacks.

Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage

Pistol. Ranged Weapon Attack: +3 to hit, reach 60/300 ft., one target. Hit: 4 (1d6+1) bludgeoning damage



Pirate Elite [Captain]

Medium humanoid (any race), any non-lawful alignment


  • Armor Class 17 (thick shirt)
  • Hit Points 66 (12d8+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+1) 14 (+2) 11 (+0) 15 (+2)

  • Skills Acrobatics +8, Athletics +5, Intimidation +6, Perception +4, Survival +4
  • Senses passive Perception 14
  • Languages Common
  • Challenge 3 (700 XP)

Pirate Raid. The Pirate Elite has advantage on melee attack rolls and ability checks (Strength and Dexterity) if one or more of the Pirate's allies are within 5 ft. of the Pirate Elite and the ally isn't incapacitated.

Lightfooted. The Pirate Elite can take the Dash or Disengage action as a bonus action on each of its turns.

Suave Defense. While the Pirate Elite is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

Actions

Multiattack. The Pirate Elite makes three attacks: two with its saber and one with its pistol.

Saber. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage

Pistol. Ranged Weapon Attack: +6 to hit, reach 30/120 ft., one target. Hit: 7 (1d6+4) bludgeoning damage



Pirate Elite [Fleet Commander]

Large humanoid (any race), any non-lawful alignment


  • Armor Class 18
  • Hit Points 127 (15d8+60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 16 (+4) 17 (+3) 15 (+2) 19 (+4)

  • Saving Throws Str +6, Dex +8, Wis +6, Cha +8
  • Skills Acrobatics +8, Intimidation +8, Perception +6, Survival +6
  • Senses blindsight 10 ft., passive Perception 16
  • Languages Common
  • Challenge 10 (5,900 XP)

Armament Haki. The Pirate Elite's attacks count as magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks and damage, such as resistances granted by Devil Fruits. The Pirate Elite also adds an additional (3d8) force damage onto its melee weapon attacks.

Observation Haki (2/Day). Whenever the Pirate Elite makes an attack roll, an ability check, or a saving throw, it can decide to roll an additional d20. It can choose which of the d20s is used for the attack roll, ability check, or saving throw. The Pirate Elite can change the outcome of a roll when an attack is made against it. Roll a d20, and then choose whether the attack uses the attacker’s roll or the Pirate Elite's. If more than one creature uses observation haki to influence the outcome of a roll, any disadvantage or advantage from observation haki applied to the roll will be canceled; no additional dice are rolled.

Innate Spellcasting (Six Powers and Haki). The Pirate Elite's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: • 3/day each: blur, expeditious retreat, feather fall (self), jump (self), misty step, see invisibility, shield • 1/day each: arcane eye, haste (self), stoneskin (self)

Suave Defense. While the Pirate Elite is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

Variant: Devil Fruit User. If the Pirate Elite has consumed a Devil Fruit, it gains an Uncommon or Rare Fruit power, granting the Pirate Elite any abilities and spells it gives. The Marine Pirate will also gain all the weaknesses given to Devil Fruit users, such as water and seastone vulnerability. Its CR also increases by 2.

Actions

Multiattack. The Pirate Elite makes three attacks with its saber.

Saber. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d8+4) slashing damage plus (3d8) force damage. The target must succeed on a DC 16 Strength saving throw or be knocked prone.

Pistol. Ranged Weapon Attack: +8 to hit, reach 30/120 ft., one target. Hit: 7 (1d6+4) bludgeoning damage

CHAPTER 3 | MONSTER MANUAL


Pirate Elite [Warlord]

Large humanoid (any race), any non-lawful alignment


  • Armor Class 20
  • Hit Points 144 (17d8+68)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 20 (+5) 18 (+4) 18 (+4) 18 (+4) 20 (+5)

  • Saving Throws Str +8, Dex +8, Wis +9, Cha +10
  • Skills Athletics +10, Insight +9, Intimidation +10, Perception +9, Survival +9
  • Condition Immunities Charmed, exhaustion, frightened, poisoned
  • Senses blindsight 10 ft., passive Perception 19
  • Languages Common
  • Challenge 16 (15,000 XP)

Legendary Resistance (2/Day). If the Pirate Elite fails a saving throw, it can choose to succeed instead.

Armament Haki. The Pirate Elite's weapon attacks count as magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks and damage, such as resistances granted by Devil Fruits. The Pirate Elite also adds an additional (3d8) force damage onto its melee weapon attacks.

Observation Haki (2/Day). Whenever the Pirate Elite makes an attack roll, an ability check, or a saving throw, it can decide to roll an additional d20. It can choose which of the d20s is used for the attack roll, ability check, or saving throw. The Pirate Elite can change the outcome of a roll when an attack is made against it. Roll a d20, and then choose whether the attack uses the attacker’s roll or the Pirate Elite's. If more than one creature uses observation haki to influence the outcome of a roll, any disadvantage or advantage from observation haki applied to the roll will be canceled; no additional dice are rolled.

Conqueror's Haki (1/Day). As a bonus action, the Pirate Elite can manifest its frightful presence. Each creature of its choice that is within 120 feet of it and aware of it must succeed on a DC 18 Charisma saving throw. A creature that fails becomes frightened of it for 1 minute. A creature that fails this save by 5 or more is incapactiated until the start of the Pirate Elite's next turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Innate Spellcasting (Six Powers and Haki). The Pirate Elite's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components: At Will: detect magic, dispel magic • 3/day each: blur, dominate person, expeditious retreat, feather fall (self), jump (self), misty step, see invisibility, shield • 1/day each: arcane eye, dominate monster, haste (self), stoneskin (self)

Suave Defense. While the Pirate Elite is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

Variant: Devil Fruit User. If the Pirate Elite has consumed a Devil Fruit, it gains a Rare or Very Rare Fruit power, granting the Pirate Elite any abilities and spells it gives. The Pirate Elite will also gain all the weaknesses given to Devil Fruit users, such as water and seastone vulnerability. Its CR also increases by 2.

Actions

Multiattack. The Pirate Elite makes one attack with its poisoned blade and two with its unarmed strikes.

Poisoned Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d8+5) slashing damage plus (3d8) force damage. The target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d8+5) slashing damage plus (3d8) force damage. The target must succeed on a DC 17 Strength saving throw or be knocked prone.

Legendary Actions

The Pirate Elite can take 3 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 Pirate Elite regains spent legendary actions at the start of its turn.

  • Unarmed Strike. The Pirate Elite makes one Unarmed Strike attack.
  • Quick Step. The Pirate Elite moves up to its speed without provoking opportunity attacks.
  • Conqueror's Surge (Costs 2 Actions). The Pirate Elite releases a debilitating shockwave using its spirit. All other creatures within 60 feet of the Pirate Elite must succeed on a DC 17 Strength saving throw or be knocked prone.
CHAPTER 3 | MONSTER MANUAL


Pirate Elite [Emperor's Commander]

Large humanoid (any race), any non-lawful alignment


  • Armor Class 22
  • Hit Points 275 (19d12+152)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 20 (+5) 26 (+8) 18 (+4) 24 (+7) 24 (+7)

  • Saving Throws Str +14, Dex +12, Wis +14, Cha +14
  • Skills Athletics +14, Insight +14, Intimidation +14, Perception +14, Survival +14
  • Damage Resistance Cold, fire, lightning
  • Damage Immunities Poison; bludgeoning, piercing and slashing that is nonmagical
  • Condition Immunities Charmed, exhaustion, frightened, poisoned
  • Senses Truesight 120 ft., passive Perception 24
  • Languages Common
  • Challenge 23 (50,000 XP)

Legendary Resistance (3/Day). If the Pirate Elite fails a saving throw, it can choose to succeed instead.

Armament Haki. The Pirate Elite's weapon attacks count as magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks and damage, such as resistances granted by Devil Fruits. The Pirate Elite also adds an additional (3d8) force damage onto its melee weapon attacks.

Observation Haki (3/Day). Whenever the Pirate Elite makes an attack roll, an ability check, or a saving throw, it can decide to roll an additional d20. It can choose which of the d20s is used for the attack roll, ability check, or saving throw. The Pirate Elite can change the outcome of a roll when an attack is made against it. Roll a d20, and then choose whether the attack uses the attacker’s roll or the Pirate Elite's. If more than one creature uses observation haki to influence the outcome of a roll, any disadvantage or advantage from observation haki applied to the roll will be canceled; no additional dice are rolled.

Conqueror's Haki (2/Day). As a bonus action, the Pirate Elite can manifest its frightful presence. Each creature of its choice that is within 120 feet of it and aware of it must succeed on a DC 22 Charisma saving throw. A creature that fails becomes frightened of it for 1 minute. A creature that fails this save by 5 or more is incapactiated until the start of the Pirate Elite's next turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Innate Spellcasting (Six Powers and Haki). The Pirate Elite's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: At Will: detect magic, dispel magic • 3/day each: blur, dominate person, expeditious retreat, feather fall (self), jump (self), misty step, see invisibility, shield, steel wind strike • 1/day each: arcane eye, death ward (self), dominate monster, haste (self), stoneskin (self)

Suave Defense. While the Pirate Elite is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

Variant: Devil Fruit User. If the Pirate Elite has consumed a Devil Fruit, it gains a Very Rare or Legendary Fruit power, granting the Pirate Elite any abilities and spells it gives. The Pirate Elite will also gain all the weaknesses given to Devil Fruit users, such as water and seastone vulnerability. Its CR also increases by 2.

Actions

Multiattack. The Pirate Elite makes three attacks with its Supreme Meito.

Supreme Meito. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (4d6+7) slashing damage plus (3d8) force damage. The target must succeed on a DC 23 Strength saving throw or be knocked prone.

Shave. The Pirate Elite magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Legendary Actions

The Pirate Elite can take 3 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 Pirate Elite regains spent legendary actions at the start of its turn.

  • Supreme Meito. The Pirate Elite makes one Supreme Meito attack.
  • Evasive Strike (Costs 2 Actions). The Pirate Elite moves up to its speed while guarding against future attacks. The next melee attack made by a creature that targets the Pirate Elite until the end of the Pirate Elite's next turn is made at disadvantage. Additionally, the Pirate Elite can make an Attack with its Supreme Meito against the creature that made the attack.
CHAPTER 3 | MONSTER MANUAL


Pirate Leader [Emperor]

Huge giant (any race), any non-lawful alignment


  • Armor Class 23 (Natural Armor)
  • Hit Points 574 (28d20+280)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 15 (+2) 30 (+10) 21 (+5) 20 (+5) 30 (+10)

  • Saving Throws Str +19, Con +19, Wis +14, Cha +19
  • Skills Athletics +23, Intimidation +26, Perception +23, Survival +18
  • Damage Resistances Acid, cold, fire, lightning, necrotic, radiant
  • Damage Immunities Poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities Charmed, exhaustion, deafened, frightened, paralyzed, poisoned, stunned
  • Senses Truesight 120 ft., passive Perception 33
  • Languages Common
  • Challenge 30 (155,000 XP)

Legendary Resistance (5/Day). If the Pirate Leader fails a saving throw, it can choose to succeed instead.

King's Infusion Armament Haki. The Pirate Leader's weapon attacks count as magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks and damage, such as resistances granted by Devil Fruits. The Pirate Leader also adds an additional (4d8) force damage onto its melee weapon attacks and increases its melee weapon attack range by 5 feet.

Observation Haki (3/Day). Whenever the Pirate Leader makes an attack roll, an ability check, or a saving throw, it can decide to roll an additional d20. It can choose which of the d20s is used for the attack roll, ability check, or saving throw. The Pirate Leader can change the outcome of a roll when an attack is made against it. Roll a d20, and then choose whether the attack uses the attacker’s roll or the Pirate Leader's. If more than one creature uses observation haki to influence the outcome of a roll, any disadvantage or advantage from observation haki applied to the roll will be canceled; no additional dice are rolled.

Conqueror's Haki (3/Day). As a bonus action, the Pirate Leader can manifest its frightful presence. Each creature of its choice that is within 120 feet of it and aware of it must succeed on a DC 27 Charisma saving throw. A creature that fails becomes frightened of it for 1 minute. A creature that fails this save by 5 or more is incapactiated until the start of the Pirate Leader's next turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Emperor's Wrath (Recharges after a Short or Long Rest). If the Pirate Leader would be reduced to 0 hit points, its current hit point total instead resets to 500 hit points, it recharges its Cataclysmic Slam, and it regains any expended uses of Legendary Resistance. Additionally, the Pirate Leader can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the Pirate Leader after its Emperor's Wrath activates.

Innate Spellcasting (Six Powers and Haki). The Pirate Leader’s innate spellcasting ability is Charisma (spell save DC 27). It can innately cast the following spells, requiring no components: At Will: detect magic, dispel magic, toll the dead (17th level) • 3/day each: blur, dominate person, fear, jump (self) • 1/day each: arcane eye, control weather, death ward (self), dominate monster, earthquake, psychic scream

Variant: Devil Fruit User. If the Pirate Leader has consumed a Devil Fruit, it gains a Legendary Devil Fruit power, granting the Pirate Leader any abilities and spells it gives. The Pirate Leader will also gain all the weaknesses given to Devil Fruit users, such as water and seastone vulnerability. Its CR also increases by 2.

Actions

Multiattack. The Pirate Leader makes three Unarmed Strike attacks.

Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: (3d12+9) bludgeoning damage plus (4d8) force damage. The target must succeed on a DC 27 Strength saving throw or be knocked prone.

Sonic Boom. Ranged Spell Attack: +19 to hit, reach 600 ft., one target. Hit: (9d6) thunder damage

Shave. The Pirate Leader magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Cataclysmic Slam (Recharge 5-6). The Pirate Leader slams the ground with haki and releases crushing force in a 300-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 71 (11d12) force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. On a success or failure, the creature’s speed becomes 0 until the end of its next turn.

Legendary Actions

The Pirate Leader can take 3 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 Pirate Leader regains spent legendary actions at the start of its turn.

  • Cull the Weak. The Pirate Leader casts toll the dead (17th level)
  • Furious Strike (Costs 2 Actions). The Pirate Leader makes one Unarmed Strike attack. If the attack hits a creature, the target must succeed on a DC 27 Wisdom saving throw or become frightened of the Pirate Leader until the end of its next turn.

Mythic Actions

If the Pirate Leader’s Emperor's Wrath trait has activated in the last hour, it can use the options below as legendary actions.

  • Emperor's Shield (Costs 2 Actions). The Pirate Leader manifests his spirit into a suit of armor that protects it; it gains 77 temporary hit points until the start of its next turn.
  • Ravaging Wave (Costs 3 Actions). The Pirate Leader unleashes a wave of deadly spirit energy. Each creature in a 120-foot-radius sphere centered on the Pirate Leader must succeed on a DC 27 Constitution saving throw. On a failed save, the creature takes (4d12) force damage and be incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.
CHAPTER 3 | MONSTER MANUAL

World Government



Celestial Dragon

Medium humanoid (human), any lawful alignment


  • Armor Class 15 (bulletproof suit)
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)

  • Skills Deception +5, Insight +4, Intimidation +5
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1/8 (25 XP)

Celestial Helmet. The Celestial Dragon wears a bubble-like helmet around its head which supplies it with fresh air. While it wears this helmet, it is immune to any effect that would cause the Celestial Dragon to suffocate or become poisoned from an airborne gas. If the Celestial Dragon takes 4 or more damage in a single turn, its helmet breaks.

Actions

Pistol. Ranged Weapon Attack: +3 to hit, reach 30/120 ft., one target. Hit: (1d6+1) bludgeoning damage



Cipher Pol Assassin

Large humanoid (any race), any lawful alignment


  • Armor Class 18
  • Hit Points 112 (15d8+45)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 16 (+3) 17 (+3) 19 (+4) 13 (+1)

  • Saving Throws Str +6, Dex +8, Int +7, Wis +8
  • Skills Acrobatics +8, Insight +8, Perception +8
  • Senses passive Perception 18
  • Languages Common
  • Challenge 10 (5,900 XP)

Innate Spellcasting (Six Powers). The Assassin's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: • 3/day each: blur, expeditious retreat, feather fall (self), jump (self), misty step, see invisibility, shield • 1/day each: haste (self), stoneskin (self)

Unarmored Defense. While the Assassin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Variant: Devil Fruit User. If the Assassin has consumed a Devil Fruit, it gains an Uncommon or Rare Fruit power, granting the Assassin any abilities and spells it gives. The Assassin will also gain all the weaknesses given to Devil Fruit users, such as water and seastone vulnerability. Its CR also increases by 2.

Actions

Multiattack. The Assassin makes three finger gun attacks or three storm leg attacks.

Finger Gun. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (5d8+4) piercing damage.

Storm Leg. Ranged Weapon Attack: +8 to hit, reach 30/120 ft., one target. Hit: (5d6+4) slashing damage

Shave. The Assassin magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Six King Gun (Recharge 6). Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (2d8+4) Bludgeoning damage. The target must make a DC 16 Constitution saving throw. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes (10d10) force damage. Until the end of the Assassin's next turn, it can't take an Action on its turn, as a wave of lethargy sweeps over it.

CHAPTER 3 | MONSTER MANUAL

Other Creatures



Fish-Man Martial Artist

Medium humanoid (fish-man), any alignment


  • Armor Class 16
  • Hit Points 60 (11d8+11)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 13 (+1) 11 (+0) 16 (+3) 10 (+0)

  • Skills Acrobatics +5, Insight +5, Stealth +5
  • Damage Resistances cold
  • Senses passive Perception 13
  • Languages Common
  • Challenge 3 (700 XP)

Unarmored Defense. While the fish-man is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The fish-man makes three unarmed strikes or three water missile attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the target is a creature, the fish-man can choose one of the following additional effects:

• The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (fish-man’s choice).

• The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.

• The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the fish-man’s next turn

Water Missile. Ranged Spell Attack: +5 to hit, reach 20/60 ft., one target. Hit: 5 (1d4+3) cold damage



Fish-Man Martial Artist Master

Medium humanoid (fish-man), any alignment


  • Armor Class 17
  • Hit Points 84 (13d8+26)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 15 (+2) 16 (+3) 17 (+4) 12 (+1)

  • Saving Throws Str +4, Dex +7, Int +6, Wis +6
  • Skills Acrobatics +6, Insight +6, Perception +6, Stealth +6
  • Damage Resistances cold
  • Senses passive Perception 16
  • Languages Common
  • Challenge 6 (2,300 XP)

Innate Spellcasting (Fish-Man Karate). The fish-man’s spellcasting ability is Wisdom, spell save DC 14, +6 to hit with spell attacks. It can innately cast the following spells, requiring no components: • 3/day each: feather fall, jump, misty step, see invisibility • 1/day: cone of cold

Unarmored Defense. While the fish-man is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The fish-man makes three unarmed strikes or three water missile attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage plus 9 (2d8) cold damage. If the target is a creature, the fish-man can choose one of the following additional effects:

• The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (fish-man’s choice).

• The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.

• The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the fish-man’s next turn

Water Missile. Ranged Spell Attack: +7 to hit, reach 20/60 ft., one target. Hit: 5 (1d4+4) cold damage



Mink

Medium humanoid (mink, shapechanger), neutral good


  • Armor Class 11 (in mink form, or 12, natural armor, in sulong form)
  • Hit Points 135 (18d8+54)
  • Speed 30 ft., climb 30 ft. (40 ft., climb 40 ft. in sulong form)

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 17 (+3) 10 (+0) 12 (+1) 12 (+1)

  • Skills Perception +7
  • Damage Resistances lightning
  • Senses passive Perception 17
  • Languages Common
  • Challenge 5 (1,800 XP)

Shapechanger. While exposed to a full moon, the mink can use its action to polymorph into a Large sulong mink form, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies or is no longer exposed to the full moon.

Keen Smell. The mink has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The mink makes two claw attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d10+4) piercing damage plus (1d8) lightning damage. The target takes takes an extra (2d10) piercing damage if the mink is in its sulong form.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8+4) slashing damage plus (1d8) lightning damage. The target takes an extra (2d8) slashing damage if the mink is in its sulong form.



Samurai

Medium humanoid (any race), any alignment


  • Armor Class 18 (karuta plate)
  • Hit Points 112 (15d8+45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

  • Saving Throws Str +7, Dex +5, Con +6
  • Skills Athletics +8, Intimidation +5
  • Senses passive Perception 11
  • Languages Common
  • Challenge 5 (1,800 XP)

Brave. The samurai has advantage on saving throws against being frightened.

Precise Strikes. A melee weapon deals one extra die of its damage when the samurai hits with it (included in the attack).

Actions

Multiattack. The samurai makes three melee attacks.

Katana (One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8+4) slashing damage

Katana (Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d10+4) slashing damage

Reactions

Parry. The samurai adds 3 to its AC against one melee attack that would hit it. To do so, the samurai must see the attacker and be wielding a melee weapon.

CHAPTER 3 | MONSTER MANUAL


Bounty Hunter

Medium humanoid (any race), any alignment


  • Armor Class 15 (light bulletproof shirt)
  • Hit Points 112 (15d8+45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 10 (+0)

  • Saving Throws Dex +6, Int +4
  • Skills Acrobatics +6, Deception +3, Perception +4, Stealth +9
  • Damage Resistance poison
  • Senses passive Perception 14
  • Languages Common
  • Challenge 8 (3,900 XP)

Assassinate. During its first turn, the bounty hunter has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the bounty hunter scores against a surprised creature is a critical hit.

Confronting Capture. The bounty hunter doesn't suffer disadvantage when making ranged attacks made within 5 feet of a creature. Additionally, creatures have disadvantage when attempting to resist being grappled or restrained as a result of any effect the bounty hunter creates.

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

Sneak Attack (1/Turn). The Bounty Hunter deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the bounty hunter that isn't incapacitated and the bounty hunter doesn't have disadvantage on the attack roll.

Actions

Multiattack. The bounty hunter makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6+3) slashing damage plus (7d6) poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.

Pistol. Ranged Weapon Attack: +6 to hit, reach 30/120 ft., one target. Hit: (1d6+3) bludgeoning damage

Sniper Rifle. Ranged Weapon Attack: +6 to hit, reach 150/600 ft., one target. Hit: (1d10+3) bludgeoning damage

Net. Ranged Weapon Attack: +6 to hit, reach 5/15 ft., one Large or smaller creature. Hit: 0 (1d0) bludgeoning damage. The target is Restrained. A creature can use its Action to make a DC 10 Strength check to free itself or another creature in a net, Ending the Effect on a success. Dealing 5 slashing damage to the net, AC 10, frees the target without harming it and destroys the net.



Elbaf warrior

Gargantuan giant, chaotic good


  • Armor Class 17 (studded leather, shield)
  • Hit Points 248 (16d20+80)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 16 (+3) 20 (+5) 10 (+0) 12 (+1) 14 (+2)

  • Saving Throws Dex +7, Con +9, Wis +5, Cha +6
  • Skills Athletics +14, Intimidation +7, Perception +5
  • Senses passive Perception 15
  • Languages Common
  • Challenge 11 (7,200 XP)

Actions

Multiattack. The elbaf warrior makes two melee attacks or two ranged attacks.

Spear (Melee; One-Handed). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: (4d6+9) piercing damage

Spear (Melee; Two-Handed). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: (4d8+9) piercing damage

Spear (Ranged). Ranged Weapon Attack: +13 to hit, reach 20/60 ft., one target. Hit: (4d6+9) piercing damage

Shield Bash Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: (4d4+9) bludgeoning damage. It must succeed on a DC 20 Strength saving throw or be knocked prone

Reactions

Parry. The elbaf warrior adds 3 to its AC against one melee attack that would hit it. To do so, the elbaf warrior must see the attacker and be wielding a melee weapon.



Tinkerer

Medium humanoid (any race), any alignment


  • Armor Class 12 (15 with mage armor)
  • Hit Points 40 (9d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, History +6
  • Senses passive Perception 11
  • Languages Common
  • Challenge 6 (2,300 XP)

Spellcasting. The tinkerer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The tinkerer has the following wizard spells prepared: • Cantrips (at will): fire bolt, light, gust, prestidigitation • 1st level (4 slots): burning hands, mage armor, magic missile, shield • 2nd level (3 slots): mirror image, scorching ray • 3rd level (3 slots): fly, lightning bolt, major image • 4th level (3 slots): greater invisibility, storm sphere • 5th level (1 slot): cloudkill

Actions

Quarterstaff (Melee; One-Handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6+2) bludgeoning damage

Quarterstaff (Melee; Two-Handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8+2) bludgeoning damage

Fire Bolt. Ranged Spell Attack: +6 to hit, reach 120 ft., one target. Hit: (2d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

CHAPTER 3 | MONSTER MANUAL

Devil Fruit Users



Devil Fruit User (Zoan)

Medium humanoid (any race), any alignment


  • Armor Class 12
  • Hit Points 120 (16d8+48)
  • Speed 30 ft. (50 ft. in lion or hybrid form)

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 11 (+0)

  • Skills Perception +5, Stealth +4
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common
  • Challenge 4 (1,100 XP)

Devil Fruit User. The zoan user has eaten the Neko Neko no mi, Model: Lion zoan devil fruit, allowing it to transform into a lion or lion hybrid. It has the following weaknesses:

A devil fruit user has a permanent swimming speed of 0. When more than half-submerged in a body of water or liquid, the devil fruit user becomes incapacitated and cannot move or take actions until it exits the body of water.

Devil fruit user cannot consume more than one Devil Fruit, or else they will immediately die. There may be unknown exceptions to this rule, however.

If a devil fruit user ever comes into direct contact with sea stone, they must succeed on a DC 20 Constitution Save, or become incapacitated and can't move or take actions until they are no longer touching the material. If they succeed on the initial save, they must also save at the beginning of each following turn so long as they are touching the seastone.

Shapechanger. The zoan user can use its action to polymorph into a Large lion-humanoid hybrid or into a Large lion, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it. is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Smell. The zoan user has advantage on Wisdom (Perception) checks that rely on smell.

Pounce (Lion or Hybrid Form Only). If the zoan user moves at least 20 feet straight toward a creature and then hits it with a claw Attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the zoan user can make one bite Attack against it as a bonus Action.

Actions

Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the zoan user makes two cutlass attacks or one rifle attack. In hybrid form, it can attack like a humanoid or make two claw attacks.

Bite (Lion or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 3) piercing damage.

Claw (Lion or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage.

Cutlass (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.

Rifle (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: 5 (1d8+2) bludgeoning damage



Devil Fruit User (Paramecia)

Medium humanoid (any race), any alignment


  • Armor Class 15 (light bulletproof shirt)
  • Hit Points 90 (12d8+36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 12 (+12) 18 (+4) 12 (+1)

  • Saving Throws Wis +7, Cha +4
  • Skills Arcana +4, Deception +4, Persuasion +4
  • Senses passive Perception 14
  • Languages Common
  • Challenge 7 (2,900 XP)

Devil Fruit User. The paramecia user has eaten the Netsu Netsu no mi Devil Fruit, allowing its user to use and manipulate heat, becoming a "heat human". It has the following weaknesses:

A devil fruit user has a permanent swimming speed of 0. When more than half-submerged in a body of water or liquid, the devil fruit user becomes incapacitated and cannot move or take actions until it exits the body of water.

Devil fruit user cannot consume more than one Devil Fruit, or else they will immediately die. There may be unknown exceptions to this rule, however.

If a devil fruit user ever comes into direct contact with sea stone, they must succeed on a DC 20 Constitution Save, or become incapacitated and can't move or take actions until they are no longer touching the material. If they succeed on the initial save, they must also save at the beginning of each following turn so long as they are touching the seastone.

Innate Spellcasting (Six Powers and Haki). The paramecia user's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no components: • 3/day each: blur, expeditious retreat, feather fall (self), jump (self), misty step, see invisibility, shield • 1/day each: arcane eye, haste (self)

Netsu Netsu no Mi (Rare). This devil fruit has 9 charges, and any of its properties that require a saving throw have a save DC of 13 and it has a +5 to hit with spell attacks. The user of this fruit can use an action to cast fire bolt or heat metal. Alternatively, it can expend 1 or more of the devil fruit’s charges to cast one of the following spells from it: burning hands (1 charge), hellish rebuke (1 charge), scorching ray (2 charges), wall of fire (4 charges), or flame strike (5 charges). The devil fruit regains expended charges daily at dawn.

Observation Haki (1/Day). Whenever the paramecia user makes an attack roll, an ability check, or a saving throw, it can decide to roll an additional d20. It can choose which of the d20s is used for the attack roll, ability check, or saving throw. The paramecia user can change the outcome of a roll when an attack is made against it. Roll a d20, and then choose whether the attack uses the attacker’s roll or the paramecia user's. If more than one creature uses observation haki to influence the outcome of a roll, any disadvantage or advantage from observation haki applied to the roll will be canceled; no additional dice are rolled.

Actions

Fire Bolt. Ranged Spell Attack: +5 to hit, reach 120 ft., one target. Hit: (4d10) fire damage.

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage plus (3d6) fire damage.

Pistol. Ranged Weapon Attack: +6 to hit, reach 30/120 ft., one target. Hit: (1d6 + 3) piercing damage.

CHAPTER 3 | MONSTER MANUAL


Devil Fruit User (Logia)

Medium humanoid (any race), any alignment


  • Armor Class 15 (or 17 with logia guard)
  • Hit Points 144 (17d8+68)
  • Speed 30 ft., fly 30 ft. (levitate, logia guard only)

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 16 (+3) 10 (+0) 14 (+2) 12 (+1)

  • Saving Throws Dex +9, Con +7
  • Skills Acrobatics +9, Intimidation +5, Perception +6, Stealth +6
  • Damage Immunities Poison; bludgeoning, piercing and slashing that is nonmagical
  • Condition Immunities Blinded (from smoke), poisoned
  • Senses passive Perception 16
  • Languages Common
  • Challenge 10 (5,900 XP)

Devil Fruit User. The logia user has eaten the Moku Moku no mi Devil Fruit, allowing its user to transform into, use, and manipulate smoke, becoming a "smoke human". It has the following weaknesses:

A devil fruit user has a permanent swimming speed of 0. When more than half-submerged in a body of water or liquid, the devil fruit user becomes incapacitated and cannot move or take actions until it exits the body of water.

Devil fruit user cannot consume more than one Devil Fruit, or else they will immediately die. There may be unknown exceptions to this rule, however.

If a devil fruit user ever comes into direct contact with sea stone, they must succeed on a DC 20 Constitution Save, or become incapacitated and can't move or take actions until they are no longer touching the material. If they succeed on the initial save, they must also save at the beginning of each following turn so long as they are touching the seastone.

Logia Guard. The logia user can spend an action to enter it's logia guard form. While in this form, it gains the following benefits:

It gains a +2 bonus to AC.

It has advantage on Dexterity checks and Dexterity saving throws.

It becomes a misty cloud of smoke for the duration, making its only method of movement a flying speed equal to its movement speed. It can pass through small holes, narrow openings, and even mere cracks. It remains hovering in the air even when stunned or otherwise Incapacitated, unless by seastone or water. It can move through the space of another creature, and it doesn't count as difficult terrain. If it ends its turn in another creature's space, it is shunted to the last unoccupied space you occupied, and it takes 1d8 force damage.

It chooses which equipment it is holding transforms into its element and travels with it normally. Worn equipment functions as usual, but benefits from the logia user's resistances and immunities and attacks that normally phase through it will also phase through its equipment as if it is a part of its body.

Moku Moku no Mi (Very Rare). This devil fruit has 13 charges, and any of its properties that require a saving throw have a save DC of 15 and it has a +7 to hit with spell attacks. The user of this fruit can use an action to cast mage hand, and its reach with its melee weapons increases by 30 feet, as its arms can turn into smoke and extend outward. Alternatively, it can expend 1 or more of the devil fruit’s charges to cast one of the following spells from it: Fog Cloud (1 charge), Misty Step (2 charges), Gaseous Form (3 charges), Stinking Cloud (3 charges), Cloudkill (5 charges), Investiture of Wind (6 charges), Wind Walk (6 charges). The devil fruit regains expended charges daily at dawn.. The devil fruit regains expended charges daily at dawn.

Seastone Weapon. The tip of the rapier held by the logia user is made of seastone, and forces any creature it hits to make a DC 20 Constitution saving throw or be subjected to its seastone weakness effects. Additionally, the rapier ignores immunity to piercing damage from devil fruit users.

Actions

Multiattack. The logia user makes three attacks with its seastone rapier. If either attack hits and the target is within 10 feet of a 5-foot cube of smoke or fog created by the logia user on a previous turn, the logia user can dismiss that smoke or fog and cause the target to take 21 (6d6) poison damage from smoke inhalation. The logia user can dismiss smoke or fog in this way no more than once per turn.

Seastone Rapier. Melee Weapon Attack: +9 to hit, reach 35 ft., one target. Hit: (1d8 + 5) piercing damage. The logia user can then fill an unoccupied 5-foot cube within 5 feet of the target with smoke or fog (such as from the fog cloud spell), which remains for 1 minute.

CHAPTER 3 | MONSTER MANUAL

Chapter 4: Treasure

Over the course of the adventure, players will accumulate large amounts of Belly (฿) which they can spend for valuable items and favors. However, this may not be enough for many players. Certain treasures, magic items, and special items may appeal more to players as they seek to attain greater power and an advantage in adventuring, roleplay, and combat. These magic items and treasures have been made specifically for a one piece themed adventure, and can be used in conjunction with loot from standard D&D 5th Edition treasure and magic items from the Dungeon Master Guide.

Random Treasure & Magic Items

Finding treasure is no easy task. Most valuable or worthwhile treasure that hasn't already been looted will likely be far too difficult to reach or find for ordinary pirate crews. Finding these hoards of valuable items, equipment, and fortunes will require crews to risk their own lives in dangerous parts of the seas, such as in the grand line. These treasure stashes might be found in sunken ships, buried on uncharted islands, or kept guarded in dungeons or pirate crew vaults. Players must overcome these challenges to get their hands on valuable treasure.

Treasure Maps

Instead of handing players treasure right away upon completing a dungeon, beating a powerful pirate crew, or defeating a boss monster, it might be both more fun and thematic to instead reward them with a treasure map. The reason for this is that pirate crews will avoid keeping all of their valuables on them when exploring, so they may instead decide to bury them on a random island and keep them map to it with them. When players defeat such a pirate crew or otherwise retrieve such a map, they will need to locate the treasure using the map to receive their full reward. Locating treasure using the map may require traveling between islands or finding an eternal pose that would take them to the island the treasure was buried on.

Treasure Tables and How to Use Them

Use the treasure tables from Chapter 7 in the standard D&D 5th Edition Dungeon Master's Guide and convert the gp to Belly to determine the value of treasure in this type of adventure. Additionally, feel free to use magic items from standard 5th Edition, but make any changes necessary to fit the theme of this adventure. Additionally, you may use magic items from this section in the place of magic items listed by the standard Dungeon Master's Guide.

Special Magic Items A-Z

These magic items are made specifically for a One Piece themed campaign, but can also be used across other standard 5th Edition adventures if desired. Some magic items have been included in the Dungeon and Devil Fruits Player's Handbook instead.

Ace (Supreme Meito)

Weapon (cutlass), legendary (requires attunement)

This weapon once belonged to the Pirate King, seving as his trademarked weapon. It ranks as one of the 12 Supreme Grade Meito.

You gain a +3 bonus to Attack and Damage Rolls made with this weapon.

You can use a bonus Action to empower this weapon, causing dark electricity to form around the blade. While the cutlass is electrified, it deals an extra 2d6 lightning damage to any target it hits. The electricity last until you use a bonus Action to stop it or until you drop or sheathe the sword.

Attack Cuisine

Meal, rarity based on potion type

An attack cuisine can be used in the place of any type of healing potion or other magical potion that isn't harmful. Eating an attack cuisine that corresponds to a specific magical potion grants you the benefits of that potion and serves as a meal. After this meal is consumed, you do not need to eat for the rest of the day.

Excite Bullets

Weapon (any ammunition), rare (mummy), very rare (ice oni)

These bullets are laced with a special poison which causes its victim to become afflicted with one of the following two diseases depending on the rarity type of the excite bullet.

Mummy. A creature subjected to this type of poison must succeed on a DC 15 Constitution saving throw or take (1d6) necrotic damage and become diseased. The diseased creature must repeat the saving throw at the start of every turn, taking (1d6) necrotic damage on a failed save. Until this disease ends, the damage the creature can’t be healed by any means and the disease decreases the creature's maximum hit points by the amount of necrotic damage it has taken from this disease. If this disease reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. Any other creature that touches a diseased creature before it recovers will be become subjected to the mummy poison and must succed on a saving throw against it. This disease lasts until the diseased creature succeeds on a saving throw against it. Once it ends, the diseased creature can heal normally, but does not regain its lost maximum hit points until it completes a long rest.

Ice Oni. A creature subjected to this type of poison must succeed on a DC 16 Constitution saving throw or take (1d6) cold damage and become diseased. The diseased creature must repeat the saving throw at the start of every turn, taking (1d6) cold damage on a failed save. Until this disease ends, the diseased creature is under the effect of the confusion spell. Any other creature that touches a diseased creature before it recovers will be become subjected to the ice oni poison and must succeed on a saving throw against it. This disease lasts until the diseased creature succeeds on a saving throw against it, ending the confusion spell effect on the creature.

Energy Steroids

Pill, legendary

When you eat these pills, your Strength score changes to 29 for 24 hours. These pills have no Effect on you if your Strength is equal to or greater than that score.

At the end of the 24 hours after you've consumed these pills, you must make a DC 19 Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, you also age to the point where you have only 1 year left before you die of old age. In this aged state, you have disadvantage on Attack rolls, Ability Checks, and Saving Throws, and your walking speed is halved. Only the wish spell or the Greater Restoration cast with a 9th-level spell slot can end these Effects and restore you to your previous age.

Muggy Ball

Wondrous item, very rare

You can use an action to grab a muggy ball and throw or fire it up to 150 feet away. When it reaches the end of its trajectory, the ball detonates as a 5th-level fireball spell (save DC 17).

Raid Suit

Armor (light bulletproof shirt), legendary (requires attunement)

Raid suits come in the form of canisters that transform into a suit of armor around its user. To equip a raid suit, one must be attuned to the canister, hold it at waist level, and spend an action to release the suit from the canister, which then forms around its user. The raid suit remains on until its user removes it as a bonus action, returning it to its canister form.

You gain a +3 bonus to AC, have a flying speed of 50 feet, and gain advantage on dexterity ability checks and saving throws while you wear this armor. You can use the following abilities determined by the type of raid suit you possess:

Garuda. This raid suit canister is light grey and marked with a white "J", it gains the following properties:

  • As an action, you can summon forth a magical lance which you are proficient with. The lance has a +2 bonus to Attack rolls and deals an extra 2d4 lightning damage. The lance disappears when the raid suit returns to the canister, or if you dismiss it as a bonus action.
  • As an action, you can use the armor to cast Freedom of Movement on yourself. This property can't be used again until the next dawn.

Poison Pink. This raid suit canister is pink and marked with a white "0", it gains the following properties:

  • You are immune to poison damage and immune to the poisoned condition. You can also spend an action to touch a creature and end the poisoned condition on it
  • As an action, you can use the armor to cast Contagion, no material components required. This property can't be used again until the next dawn.

Sparking Red. This raid suit canister is red and marked with a white "1", it gains the following properties:

  • You are resistant to fire damage. You can also use this armor to cast the fire bolt cantrip as an action.
  • As an action, you can use the armor to cast Fireball. This property can't be used again until the next dawn.

Shock Blue. This raid suit canister is blue and marked with a white "2", it gains the following properties:

  • You are resistant to lightning damage. You can also use this armor to cast the shocking grasp cantrip as an action.
  • As an action, you can use the armor to cast Lightning Bolt. This property can't be used again until the next dawn.

Stealth Black. This raid suit canister is black and marked with a yellow "3", it gains the following properties:

  • You can use this armor to cast Invisibility on yourself as an action.
  • As an action, you can use the armor to cast Greater Invisibility on yourself. This property can't be used again until the next dawn.

Winch Green. This raid suit canister is green and marked with a white "4", it gains the following properties:

  • While wearing this armor, your Strength score changes to 21. The item has no Effect on you if your Strength without the raid suit is equal to or greater than the raid suit's score.
  • As an action, you can use the armor to cast Pulse Wave. This property can't be used again until the next dawn.

Yoru (Supreme Meito)

Weapon (greatsword), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. The Shield spell provides no defense against the sword, which passes through that spell's barrier of magical force.

When you hit a fiend or an undead with the sword, green flames erupt from its blade and deal an extra 2d6 radiant damage to the target.

Ranged Slash. The greatsword has 3 charges. You can expend 1 charge and make a ranged attack which you are proficient with, using your strength modifier for the attack and damage rolls, releasing a slashing projectile with a normal range of 60 feet and a long range of 180 feet, dealing the weapon's damage on a hit. The sword regains all expended charges daily at dawn.

CHAPTER 4 | TREASURE
 

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