One Piece Monster Manual 2

by Hero

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One Piece Monster Manual Part 2

The Second one!

Prepare for the best Monster Manual this side of the Red Line!

Ready for your campaign and for critiquing!

Let's face it, I love D&D and I love One Piece, plus putting them together seems to be my thing, right now. The following creatures are taken from the world of Echiro Oda's One Piece Manga series and can now be yours for any campaign!

Table of Contents
Monster Page
Octopus Baloon 3
Kestia 3
Hatchan 4
Choo 4
Kuroobi 5
Baroque Works Officer Agents 6
Crocodile 11
Fighting Fish 13
Weapon Snake 14
Yagara Bull 14
Yagara King Bull 15
Future Monster 0
Chaka 16
Pell 16
Marines 17
Future Monster 0
Future Monster 0
Future Monster 0
Future Monster 0
Future Monster 0
Future Monster 0
Future Monster 0
Future Monster 0
Future Monster 0
Future Monster 0
Future Monster 0
Future Monster 0
Future Monster 0
Future Monster 0
Future Monster 0

Octopus Balloon

Tiny, Beast


  • Armor Class 10
  • Hit Points 1 (1d4-1)
  • Speed 5 ft., swim 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 7 (-2) 5 (-3) 10 (+0) 9 (-1)

  • Senses Passive Perception 10
  • Languages None
  • Challenge 0 (0 XP)

Inflate: The Octopus Balloon uses one action to inflate itself, becoming Colossal (5X5), grasping all creatures and objects within its range. While this size, any creature grappled by the Octopus are affected by the Octopus' slow fall ability. This ability lasts for 10 minutes before the Octopus must take a short rest.

Slow Fall: The Octopus Balloon only falls at a rate of 60 feet per minute when inflated to Colossal Size.

Actions

Poke. Melee Weapon Attack: +2 to hit, Reach 5ft., one target. Hit: 1 (1d4-1) Bludgeoning damage


Kestia

Tiny, Neutral


  • Armor Class 13
  • Hit Points 1 (1d4-1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 6 (-2) 12 (+1) 10 (+0) 2 (-4)

  • Skills Acrobatics +5
  • Senses Passive Perception 10
  • Languages -
  • Challenge 0 (0 XP)

Near Silent: The Kestia has advantage on all stealth checks while all other creatures have disadvantage on any check to notice its presence.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: The target becomes infected with the 5-Day Disease.

The 5-Day Disease

A terrible disease, zoonosis in nature, perpetrated by a bug known as a Kestia. Once infected, the disease causes fever, fatigue, and headaches. The source of the disease spreads from the initial bite, which manifests as multiple circles around the location. The symptoms grow worse until the fifth day when the diseased causes failure in the heart, brain, and an eventual shut-down of the entire body.

The disease can be cured, but such a cure is incredibly rare, as the Kestia is thought to be extinct. Due to this, most doctors don't bother keeping an antidote on them.

Once cured, the disease stops spreading, and begins reversing the process. Depending on the level of skill in the doctor curing, this process can take anywhere from three to ten days for one to fully recover, but they should be able to walk within hours.


Hatchan

Medium Humanoid (Fish-Man), lawful neutral


  • Armor Class 13
  • Hit Points 76 (9d10+27)
  • Speed 30ft., swim 50ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 16 (+3) 10 (+0) 8 (-1) 18 (+4)

  • Saving Throws Str +7, Con +6, Cha +7
  • Skills Athletics +7, Animal Handling +2, Cook's Utensils +4
  • Senses Perception 11
  • Languages Common
  • Challenge 5 (1,800 XP)

Fishmen Strength: When submerged underwater, Hatchan's strength score is doubled. This also doubles the bonus to strength provided by any items of effects currently on him.

Amphibious: Hatchan can breath air and water.

Octopus Ink: As an action, Hatchan can cover himself in ink to gain advantage on all stealth checks for one minute, so long as he enters an area in dim or darker light. Alternately, he can use the ink on one creature within 20 feet of himself. That creature must succeed on a DC 13 Dexterity saving throw or be blinded for one minute or until they use an action to clean the ink off their eyes.

Actions

Multiattack. Hatchan makes 6 Octo-Sword attacks.

Octo-Sword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 (1d6+4) slashing damage.

Octopus Fritter Frenzy. Hatchan lets loose a blitz of punches targeting one creature within 5 feet of him. The target must succeed on a DC 13 Dexterity saving throw or take 15 (6d4) bludgeoning damage on a failed save and half on a successful one.


Choo

Medium Humanoid (Fish-Man), lawful evil


  • Armor Class 12
  • Hit Points 75 (10d8+30)
  • Speed 30ft., swim 50ft.

STR DEX CON INT WIS CHA
15 (+2) 19 (+4) 16 (+3) 10 (+0) 12 (+1) 12 (+1)

  • Saving Throws Str +5, Con +6
  • Skills Athletics +7, Acrobatics +7
  • Senses Perception 11
  • Languages Common
  • Challenge 4 (1,100 XP)

Fishmen Strength: When submerged underwater, Choo's strength score is doubled. This also doubles the bonus to strength provided by any items of effects currently on him.

Amphibious: Choo can breath air and water.

Actions

Multiattack. Hatchan makes 2 slam attacks or 2 water gun attacks.

Slam. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 9 (2d6+2) bludgeoning damage.

Water Gun. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.


Kuroobi

Medium Humanoid (Fish-Man), lawful evil


  • Armor Class 15
  • Hit Points 76 (9d10+27)
  • Speed 30 ft., swim 60ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 13 (+1) 13 (+1) 10 (+0)

  • Saving Throws Dex +5, Con +6, Wis +4
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages Common
  • Challenge 5 (1,800 XP)

Fishmen Strength: When submerged underwater, Kuroobi's strength score is doubled. This also doubles the bonus to strength provided by any items of effects currently on him.

Amphibious: Kuroobi can breath air and water.

Actions

Multiattack. Kuroobi makes three attacks: one with his hundred brick fist and two with his forearm sledge.

Hundred Brick Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11(2d6+4) bludgeoning damage.

Forearm Sledge. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage.

Pressure Plunge. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: the target becomes grappled by Kuroobi. If a target is already grappled by Kuroobi and Kuroobi is underwater, he can use a bonus action to move 60 feet deeper underwater.. When he does so, the grappled target must succeed on a DC 13 Constitution saving throw or take 28 (8d6) force damage.

Baroque Works

An organization created by the former warlord of the sea, Crocodile, Baroque Works worked towards one single goal, to create a utopia for its leaders and all who worked under them. This was a front, however, for Crocodile to reach his true goal, to take over the kingdom of Alabasta and obtain the ancient weapon, Pluton.

Baroque works was organized into four catagories: Millions, Billions, Frontier Agents, and Officer Agents. This section will be going over the Officer Agents of this organization, and how you can send these elite assasins after your players.


Mr. 5 (Gem)

Medium Human, Lawful Evil


  • Armor Class 12 (Leather Armor)
  • Hit Points 60 (9d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

  • Skills Athletics +5, Intimidation +2,
  • Percception +2,
  • Damage Resistances Fire
  • Senses passive Perception +2
  • Languages Common
  • Challenge 3 (700 XP)

Actions

Breeze Breath Bomb. Ranged Weapon Attack: +5 to hit, Range 30/60 ft., one target. Hit: 3 (1d6) piercing damage and 3 (1d6) fire damage.

Kick Bomb. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage and 3 (1d6) fire damage.

Full Body Explosion (Recharge 7-8). Mr. 5 targets one creature he has grappled. That creature must succeed on a DC 13 Constitution saving throw or take 22 (4d10) fire damage on a failed save or half as much on a successful one.


Miss Valentine (Mikita)

Medium Human, Lawful Evil


  • Armor Class 12
  • Hit Points 50 (9d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 16 (+3) 13 (+1) 15 (+2)

  • Saving Throws Dex +4
  • Skills Acrobatics +4, Perception +3,
  • Persuasion +4
  • Senses passive Perception 13
  • Languages Common
  • Challenge 3 (700 XP)

Kilo Kilo Weight. Miss Valentine can use her devil fruit to change her weight between 1 and 10,000 kilograms as a bonus action.

One Kilogram Jump. When Miss Valentine's weight is at One Kilogram her Long Jump and High Jump increase by 100 feet.


Actions

10,000 Kilogram Press. Miss Valentine targets one creature that she is at least 20 feet above and crashes down on them. That creature must succeed on a DC 13 Dexterity saving throw or take 17 (3d10) bludgeoning damage.

Crescendo Stone. Miss Valentine targets one creature she has grappled. That creature must succeed on a Constitution saving throw or take 6 (1d10) Force Damage. Miss Valentine can repeat this action on her next turn, increasing its damage by 2d10 each time. If the grapple ends, the damage returns to 1d10.


Mr. 4 (Babe)

Medium Human, Lawful Evil


  • Armor Class 10
  • Hit Points 49 (9d8 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 6 (-2) 18 (+4) 13 (+1) 13 (+1) 9 (-1)

  • Saving Throws Str +8, Int +3
  • Skills Athletics +8, Perception +3
  • Senses passive Perception 13
  • Languages Common
  • Challenge 3 (700 XP)

Super Slow. Mr. 4 can only make one action or bonus action on his turn. He also cannot be affected by the haste spell.

Actions

4 Ton Bat. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12(1d10 +6) bludgeoning damage.

Reactions

Fly Ball. Mr. 4 grants lassoo advantage on his next Baseball Cannon attack.

400 Base Hits. Mr. 4 adds +3 to the attack roll or damage roll of lassoo's Baseball Cannon.

Moletown Cleanup Hitter. Mr. 4 adds +10 to the damage roll of Miss Merry Christmas' Moletown Highway if she ends her movement within 5 feet of him.


Lassoo

Small Beast, Neutral


  • Armor Class 13 in dog form, 15 (natural armor) in hybrid form.
  • Hit Points 25 (6d6 + 4)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 12 (+1) 11 (+0) 8 (-1) 15 (+2)

  • Saving Throws Dex +5
  • Senses passive Perception 9
  • Languages Understands Common, but can't speak.
  • Challenge 2 (450 XP)

Shapechanger. Lassoo can use his action to switch into a weapon form or hybrid form, or back into his true form, which is a dog. His statistics, other than his AC, are the same in each form.

Actions

Multiattack. Lassoo makes two Baseball Cannon attacks.

Baseball Cannon. Ranged Weapon Attack: +5 to hit, Range 30/120 ft, one target. Hit: 6 (1d6 + 3) Bludgeoning Damage and 3 (1d6) Fire Damge.



Miss Merry Christmas (Drophy)

Small Human, Lawful Evil


  • Armor Class 10 in human form, 13 in mole and hybrid form
  • Hit Points 58 (9d8 +18)
  • Speed 30 ft. (Burrow 40 ft. in mole or hybrid form)

STR DEX CON INT WIS CHA
7 (-2) 10 (+0) 14 (+2) 17 (+3) 18 (+4) 11 (+0)

  • Saving Throws Dex +2, Int +5
  • Skills Athletics +0, Investigation +5, Perception +6
  • Senses passive Perception 16
  • Languages Common
  • Challenge 3 (700 XP)

Tunnel Warfare. Miss Merry Christmas can make a grapple action with advantage if she was previously underground before doing so.

Actions

Multiattack. The Miss Merry Christmas makes two Mole Banana attacks.

Mole Banana (mole or Hybrid Form Only).. Melee Weapon Attack: +0 to hit, Reach 5ft, one target. Hit 7 (2d6) slashing damage.

Moletown Highway. Miss Merry Christmas moves up to 40 feet while burrowed, moving through even solid stone. Any creature she has grappled must succeed on a DC 15 Strength saving throw or take 6 (1d10) bludgeoning damage for each object she passes through.



Miss Goldenweek (Marianne)

Small Human, Neutral


  • Armor Class 12
  • Hit Points 33 (6d8 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 18 (+4) 13 (+1) 15 (+2)

  • Saving Throws Int +6, Wis +3
  • Skills Arcana +6, Insight +3, Persuasion +4
  • Condition Immunities Charmed
  • Senses passive Perception 11
  • Languages Common
  • Challenge 2 (450 XP)

Actions

Multiattack. The Creature Name makes Number and type of attacks

Paint Brush. Melee Weapon Attack: +1 to hit, reach 5 ft, one target. Hit 2 (1d4 - 1) bludgeoning damage

Colors Trap. Miss Goldenweek uses her paints to create one of the following colors at random, choosing one target she can see within 30 feet of her. Any creature within 5 ft. of the color can use their action to attempt a DC 14 Arcana check, removing the paint on a success. The paint is also removed if the creature or object its on takes damage. Miss Goldenweek cannot use a color again until it has been removed from where she last painted it:

1. Betrayal Black. The targeted creature must succeed on a DC 12 Wisdom saving throw or treat all allies as enemies until the first time they take damage.

2. Laughter Yellow. The targeted creature must succeed on a DC 14 Wisdom saving throw or have their movement reduced to 0 ft and have disadvantage on all attack rolls and skill checks until the paint is removed.

3. Bullfight Red. Miss Goldenweek targets one unoccupied 5 ft. space within 30 feet of her, in addition to the target of this ability. This space is now marked with a bright red symbol. The targeted creature must succeed on a DC 14 Wisdom saving throw or be forced to use their action to attack the red mark. The mark disappears after being hit 3 times.

4. Sadness Blue. The targeted creature mus succeed on a DC 10 Wisdom saving throw or become stunned until the paint is removed, the target can only use their action to cry.

5. Tranquil Green. The target becomes calm, unable to take any actions that would cause damage to anything until the paint is removed.

6. Yellow-Green of Friendship. The target becomes charmed by Miss Goldenweek, believing her to be their friend until the paint is removed.

Rainbow of Dreams. Miss Goldenweek targets any number of creatures within 200 feet of her. These creatures become aware of what their goals are, as well as gain one costume matching that goal.


Mr. 3 (Galdino)

Medium Human, Lawful Evil


  • Armor Class 11
  • Hit Points 25 (6d6 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 11 (+0) 19 (+4) 16 (+3) 13 (+1)

  • Saving Throws Int +6, Wis +5
  • Skills Deception +3, History +6, Investigation +6
  • Damage Vulnerabilities Fire
  • Damage Resistances Cold
  • Senses passive Perception 13
  • Languages Common
  • Challenge 3 (700 XP)

Actions

Multiattack. The Mr. 3 makes two Candle Lock attacks

Slap. Melee Weapon Attack: +1 to hit, Reach 5 ft., one target. Hit: 1 bludgeoning damage.

Candle Lock. Ranged Weapon Attack: +3 to hit, Range 20/60 ft., one target. Hit: Mr. 3 decides between the arms or legs of the target. If he chooses legs, the target's speed is reduced to 5 ft. and are locked together by a wax lock with an AC of 10 and 15 Hit Points. The lock is vulnerable to Fire and resistant to all other damage types. If he chooses arms, the target is unable to use one arm, as it is locked by a wax lock with an AC of 10 and 15 Hit Points. The lock is vulnerable to Fire and resistant to all other damage types.

Candle Wall. Mr. 3 creates a wall of wax on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of 10-foot-square panels. Each panel must be continuous with another panel. In any form, the wall is 1 foot thick and lasts until destroyed. The wall has 12 AC and 30 Hit Points per 10-foot section and is resistant to all damage types except fire, which it is vulnerable to. Reducing the 10-foot section to 0 hit points destroys it.

Candle Armor. Mr. 3 coats himself in wax armor, increasing his AC by 8 and gaining 55 Temporary Hit Points. Once the Temporary Hit Points are removed, the armor is gone and Mr. 3's AC is returned to normal. Mr. 3 can only do this once per long rest.


Mr. 2 Bon Kurei (Bentham)

Medium Human, Chaotic Good


  • Armor Class 15
  • Hit Points 60 (12d8 + 6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 10 (+0) 11 (+0) 9 (-1) 16 (+3)

  • Saving Throws Dex +9, Cha +7
  • Skills Acrobatics +9, Deception +7, Performance +7
  • Senses passive Perception 9
  • Languages Common
  • Challenge 4 (1,100 XP)

Okama Kenpo. If Mr. 2 Bon Kurei successfully hits 3 of his Okama Knuckle attacks in one turn, he can make a Swan Arabesque attack as a bonus action.

Clone-Clone Fruit. If Mr. 2 Bon Kurei has touched any humanoid with his right hand, he can use one action to touch his own face with his right hand to become them. This includes everything from voice to body, including their Strength, Dexterity, and Constitution scores. He does not copy special abilities, such as spell-casting or Devil Fruit powers. He can also use an action to touch his face with his left hand to return to his true form. Mr. 2 Bon Kurei cannot use his Okama Knuckle or his Swan Arabesque attacks while not in his true form.

Actions

Multiattack. Mr. 2 Bon Kurei makes 3 Okama Knuckle attacks.

Okama Knuckle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Swan Arabesque. Melee Weapon Attack: +5 to hit, reach 5 ft., one targeet. Hit: 21 (5d6 +3) bludgeoning damage.


Miss Doublefinger (Zala)

Medium Human, Lawful Evil


  • Armor Class 12
  • Hit Points 54 (8d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2) 15 (+2) 15 (+2) 15 (+15)

  • Saving Throws Dex +4, Int +4
  • Skills Athletics +4, Intimidation +4, Performance +4, Perception +4
  • Condition Immunities Frightened
  • Senses passive Perception 14
  • Languages Common
  • Challenge 3 (700 XP)

Piercing Force. Miss Doublefinger ignores cover when making her melee weapon attacks.

Stinger Hedgehog. Miss Doublefinger can use her action curl into a ball, increasing her AC by 3 and movement by 10 ft. Any creature she moves past during her turn must succeed on a DC 14 Dexterity saving throw or take 6 (2d6) piercing damage.

Spike-Spike Acupuncture. Miss Doublefinger can use her action to stab into her shoulders, taking 5 piercing damage to do so. For 1 minute, all her damage dice rolls increase by 2d6.

Actions

Multiattack. Miss Doublefinger makes 2 Double Stinger attacks

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

Sewing Stinger. Miss Doublefinger moves 15 ft. in any direction, including walls and ceilings and moving through any creature without invoking opportunity attacks. Creatures she passes this way must succeed on a DC 14 Dexterity saving throw or take 6 (2d6) piercing damage.


Mr. 1 (Daz Bonez)

Medium Human, Lawful Evil


  • Armor Class 22
  • Hit Points 84 (16d8 + 2)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 14 (+2) 17 (+3) 13 (+1) 10 (+0)

  • Saving Throws STR +12, INT +9
  • Skills Athletics +12, Intimidation +6, Perception +7, Survival +7
  • Damage Resistances cold, bludgeoning from nonmagical weapons
  • Damage Immunities poison, piercing and slashing from nonmagical weapons
  • Condition Immunities frightened, petrified, stunned
  • Senses passive Perception 17
  • Languages Common
  • Challenge 6 (2,300 XP)

Dice-Dice Fruit. Mr. 1 is a living blade, as such he is made of steel and is immune to diseases and poisons. He is, however, vulnerable to things that also effect metal, such as rust and the heat metal spell.

Actions

Multiattack. The Mr. 1 makes three Spider Claw attacks.

Spider Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Atomic Spurt. Mr. 1 moves 20 feet without invoking attacks of opportunity. Mr. 1 can make a Spider Claw attack against any creature he passes.

Spiral Hollow. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 38 (9d6 + 6) slashing damage.

Spar Break. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage, and the target must make a DC 13 Constitution saving throw. On a failed save, the target is stunned until the end of Mr. 1's next turn.

Reactions

Spider. Mr. 1 adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker.

Sir Crocodile

Leading the organization of Baroque Works is a man known as Mr. Zero, but behind this alias lies one of the seven warlords of the sea, Crocodile.

Crocodile isn't to be taken lightly, holding the power of a Logia-type Devil Fruit, the Sand-Sand Fruit. As one of only ten known users of this type of fruit, most people have no idea how to fight him, if they can even touch him. Sir Crocodile has mastered his fruit's powers to the point that it is as much of a reflex to him as breathing. Couple this with his home in the kingdom of Alabasta, which is covered in sand, Crocodile is almost invincible.

Fiercely Intelligent. Having run an entire organization from the shadows as well as faking compliance with the world government, Crocodile's greatest asset is his cunning. Only one member of his organization knows his true identity, and all others who's learned it have never lived long enough to share that information.

True Goal. Crocodile's true goal is to find an ancient weapon, known as the Pluton. To achieve this end, he needs the information of an unbreakable stone known as a Poneglyph, one that exists in Alabasta, and holds the location of the weapon in its text.

Crocodile's Lair

Crocodile lives in the desert kingdom of Alabasta, located on Sandy Island. Because of this, Crocodile's Devil Fruit shines brightly, allowing him to make use of the region around him, especially in locations where he is most familiar with.

Lair Actions

On initiative count 20 (losing initiative ties), Crocodile takes a lair action to cause one of the following effects; Crocodile can't use the same effect two rounds in a row. Crocodile is also immune to the effects of his Lair actions.

  • Crocodile chooses a point of sand within 100 feet of himself that is above an underwater water deposit. Creatures within 20 feet of this point must succeed on a DC 15 Dexterity saving throw of be pulled 10 feet towards the center of the quicksand. A creature who succeeds on their throw can use their movement to escape the quicksand. Any creature pulled to the center must succeed on a DC 15 Strength saving throw or become incapacitated and begin suffocating.
  • Crocodile creates a Sandstorm a a target point within 100 feet of himself. This sandstorm has a 5 feet diameter and can be moved 20 feet as a bonus action on Crocodile's turn. Creatures caught in this Sandstorm must succeed on a DC 15 Dexterity saving throw or be pushed 15 feet away from Crocodile and knocked prone. The Sandstorm lasts until dismissed by Crocodile. Crocodile cannot have more than 1 Sandstorm active at a time.
  • Crododile increases the diameter and movement speed of his Sandstorm by 5 feet, as well as increasing the Dexterity saving throw needed to avoid it by 1. Crocodile can use this Lair Action as many times in a row as he wants.

Regional Effects

The region around Crocodile suffers from the following effects, either from the power of his fruit or his influence as a hero of the people.

  • The island he's located on is incapable of producing rain without external means, such as Dance Powder, a substance used to create artificial rain.
  • Sandstorms occur twice as frequently. If they do not occur on the island before, they now occur once per week.
  • People gather around Crocodile's home, and are willing to defend him should he ask for their aid.

If Crocodile is defeated, killed, or otherwise removed from the island, the people will need 1d10 days to learn what occurred, but other effects will end in 1d4 days.



Sir Crocodile (Mr.0)

Medium Human, Lawful Evil


  • Armor Class 17
  • Hit Points 148 (17d10 + 55)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 16 (+3) 22 (+6) 20 (+5) 18 (+4)

  • Saving Throws Dex +4, Int +10, Cha +8
  • Skills Arcana +10, Deception +8, History +10, Insight +9, Intimidation +8, Perception +9
  • Damage Resistances Fire, lightning
  • Damage Immunities bludgeoning, piercind, and slashing damage from nonmagical weapons
  • Condition Immunities Blinded, Grappled, Incapacitated, Petrified, Retrained
  • Senses passive Perception 19
  • Languages Common
  • Challenge 13 (10,000)

Master of the Sand-Sand Fruit. All attacks against Crocodile have disadvantage, as his body is made of sand. Crocodile also has advantage on stealth checks. In addition, Crocodile gains +10 to any stealth check to hide in sand or perception and investigation checks to find things hidden in sand.

Delightful Pets. Crocodile can use his action to give a command to any Banana Gator within 60 feet of him.

Epic Resistance (2/Day). If Crocodile fails a saving throw, he can choose to succeed instead.

Water Weakness. If Crocodile comes into contact with at least a vial of water, the next attack against him has advantage. If Crocodile is completely covered in water, he is stunned for one round.

Actions

Multiattack. Crocodile makes two Poisoned Hook attacks.

Poisoned Hook. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit 9 (2d6 + 2), and the target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save.

Desert Encierro. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target must succeed on a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a successful save. On a failed save, the target's hit points drop to 0, and must be given water within 1 minute or die. A creature given water will be stabilized at 1 hit point.

Desert la Spada. Crocodile sends three 5 foot wide blades of sand 30 feet from himself. Creatures in these lines must succeed on a DC 15 Dexterity saving throw or take 11 (2d10) slashing damage on a failed save and half as much on a successful one.

Epic Actions

Crocodile can take 2 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's turn. Crocodile regains spend epic actions at the start of his turn.

Detect. Crocodile makes a Wisdom (Perception) check.

Poisoned Hook. Crocodile makes a Poisoned Hook attack.

Sandstorm. If able to use lair actions, Crocodile increases the size of his sand storm by 5 feet.


Fighting Fish

Gargantuan Monstrosity, Chaotic Evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 248 (16d20 +80)
  • Speed swim 120 ft.

STR DEX CON INT WIS CHA
26 (+8) 12 (+1) 20 (+5) 4 (-3) 8 (-1) 7 (-2)

  • Saving Throws Str +12, Con +9
  • Skills Athletics +12
  • Senses passive Perception 13
  • Languages -
  • Challenge 11 (7,200 XP)

Actions

Multiattack. The Fighting Fish makes two attacks: one with its horns and one with its bite.

Horns. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 31 (5d8 + 8) piercing damage

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 8) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the Fighting Fish can't use its bite on anotehr target.

Swallow. The Fighting Fish makes one bite attack against a huge or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the fighting fish, and it takes 13 (3d8) acid damage at the start of each of the Fighting Fish's turns. The Fighting Fish can have only one target swallowed at a time.

If the Fighting Fish dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Variant: Boss and Little Class Fighting Fish

Some Fighting Fish grow to be larger or smaller than normal, but even the little ones are just as formidable.

A Little Fighting Fish won't have as hard of scales (12 AC) and won't be able to attack as often (Remove the Multiattack option.) These fish should be given a challenge rating of 9 (5,000 XP)

A Boss Fighting Fish is far tougher (18 AC) and is much more aggressive, has a challenge rating of 14 (11,500), and the following addition action options and feats:

Goring Charge: When the Boss Fighting Fish moves more than 20 feet in a straight line towards a target, it can make a Horns or Bite attack as a bonus action.

Fearsome Contender: When the Boss Fighting Fish has less than 100 Hit Points it gains advantage on all its attacks.


Weapon Snake

Small Beast, Unaligned


  • Armor Class 12
  • Hit Points 50 (9d8 + 9)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 7 (-2)

  • Skills Acrobatics +5
  • Damage Vulnerabilities cold
  • Senses passive Perception 10
  • Languages -
  • Challenge 2 (450 XP)

Weapon Formation. The Weapon Snake can use its action to stiffen its body into the form of a weapon. Its statistics remain the same in weapon form, but it can be used as if it were either a long bow, short bow, quarterstaff, or rope. If the Weapon Snake is killed or knocked unconscious, it returns to its true form, and can't be used as a weapon or item.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d8+2) piercing damage. damage

Each Member of the Kuja have a snake companion which can be used as weapons for hunting, ropes for holding enemies and prey down, or even as chairs, if the snake is large enough. Weapon Snakes come in a variety of colors and temperaments, and remain loyal to the Kuja that raised them.


Yagara Bull

Large Beast, unaligned


  • Armor Class 11
  • Hit Points 19 (3d10 + 3)
  • Speed 5 ft., swim 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 12 (+1) 6 (-2) 12 (+1) 8 (-1)

  • Senses passive Perception 11
  • Languages None
  • Challenge 1/4 (50 XP)

Actions

Flippers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) Bludgeoning damage

Native to the city of Water 7, the Yagara Bull is the most common form of transport when navigating the canals. They are fairly intelligent, able to tell if they like you from a rather short interaction. Their favorite food is a Water 7 classic, the water-water meat.


Yagara King Bull

Gargantuan Beast, Unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 248 (16d20 + 80)
  • Speed 5ft., swim 100 ft.

STR DEX CON INT WIS CHA
27 (+8) 8 (-1) 20 (+5) 9 (-1) 10 (+0) 7 (-2)

  • Saving Throws Str +12, Con +9, Cha +2
  • Skills Athletics +12
  • Damage Resistances Bludgeoning from nonmagical weapons
  • Senses passive Perception 10
  • Languages None
  • Challenge 11 (7,200)

Actions

Multiattack. The Yagara King Bull makes three attacks: one with its bite and two with its tail swipe.

Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 26 (4d8 +8) piercing damage.

Tail Swipe. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (3d6 +8) bludgeoning damage.


Chaka

Medium Humanoid (Human, Shapechanger), Neutral Good


  • Armor Class 14 in humanoid form, 15 in jackal and hybrid form.
  • Hit Points 135 (18d8 +54)
  • Speed 30 ft. (40 ft. in jackal and hybrid form)

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 17 (+3) 11 (+0) 11 (+0) 12 (+1)

  • Skills Athletics +9, Perception +7
  • Senses passive Perception 17
  • Languages Common
  • Challenge 5 (1,800 XP)

Keen Senses. Chaka has advantage on Wisdom (Perception) checks that rely on sight and smell. In addition, he gains a +2 to his Strength Score when in his Jackal and Hybrid forms.

Guardians of Alabasta. When Chaka is within 60 feet of Pell, he has advantage on all attack rolls and saving throws.

Shapechanger. Chaka can use his action to polymorph into a large jackal-humanoid hybrid or into a medium jackal, or back into his true form, which is humanoid. His statistics, other than his size and AC are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies.

Actions

Multiattack. In jackal form, Chaka makes two bite attacks. In humanoid form, he makes two longsword attacks. In hybrid form, he can attack like a jackal or a humanoid.

Bite (Jackal or Hybrid form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 +3) piercing damage.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 +3) slashing damage.


Pell

Medium Humanoid (Human, Shapechanger), Neutral Good


  • Armor Class 15 in humanoid form, 17 in Falcon and hybrid form.
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft. (Gains fly 60 ft. in Falcon and Hybrid form)

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 17 (+3) 11 (+0) 10 (+0) 13 (+1)

  • Skills Acrobatics +11, Perception +7
  • Senses passive Perception 17
  • Languages Common
  • Challenge 5 (1,800 XP)

Keen Senses. Pell has advantage on Wisdom (Perception) checks that rely on sight and hearing. In addition, he gains +2 to his Dexterity Score when in his Falcon and Hybrid forms.

Guardians of Alabasta. When Pell is within 60 feet of Pell, he has advantage on all attack rolls and saving throws.

Shapechanger. Pell can use his action to polymorph into a large falcon-humanoid hybrid or into a large flacon, or back into his true form, which is humanoid. His Statistics, other than his size and AC are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies.

Actions

Multiattack. In Falcon Form Pell makes two peck attacks. In humanoid form, he makes two shortsword attacks. In Hybrid form, he can attack like a falcon or a humanoid.

Peck. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d6 +5) piercing damage.

Marines

Where there are pirates, there are those who fight against them to keep innocent people safe. These people are known as Marines. The Marines are the force for justice the world of One Piece, fending off bandits, pirates, and other ner-do-wells. However, just as some pirates, like Monkey D. Luffy, can be good, Marines are just as capable of being evil. Power can go to one's head rather quickly when you're the only one on an entire island who decides what's right and wrong.


Chore Boy

Medium Humanoid (Any Race), Any Alignment


  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 30 ft.

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

  • Saving Throws Cha +2
  • Skills Acrobatics +2, Athletics +2
  • Senses passive Perception 10
  • Languages Common
  • Challenge 0 (10 XP)

Honest and Brave. Chore Boys have a +5 to saving throws against being charmed or frightened.

Actions

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

Ready My Weapon. The Chore Boy can use his action to reload any weapon for another creature within 5 feet of themself.

Variant Chore Boys

Two Chore Boys have been seen in the cannon of the Manga, Koby and Helmeppo, before they were later promoted. Both have the following traits, if you want to use them as chore boys.

Koby has advantage on saving throws against being charmed or frightened, and a +5 to history checks for any information regarding the Marines.

Koby's CR is 1/8 (25 XP)

Helmeppo doesn't have the Honest and Brave feat.


Seaman Recruit

Medium Humanoid (Any Race), Any Alignment


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

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

  • Saving Throws Cha +2
  • Skills Acrobatics +3, Athletics +2
  • Senses passive Perception 10
  • Languages Common
  • Challenge 1/8 (25 XP)

Honest and Brave. Seman Recruits have a +5 to saving throws against being charmed or frightened.

Actions

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

Variant Seaman Recruit

Two Seaman Recruits have been seen in the cannon of the manga, Fullbody and Jango, before being later promoted. Both have the following traits, should you want to use them as Seman Recruits. Neither Fullbody nor Jango have the Honest and Brave feat. Increase their CR to 1/4 (50 XP) when using these variants.

Fullbody has the following additional action option:

Iron Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Jango has the following additional action option:

1, 2, Jango. Jango targets up to 3 creatures within 30 feet of himself. If the target can see Jango, the target must succeed on a DC 12 Wisdom saving throw or be charmed by Jango. Jango can then ask the target to perform one action, so long as the action doesn't harm the charmed creature. The creature is no longer charmed once it completes this action or takes any kind of damage.



Seaman Apprentice

Medium Humanoid (Any Race), Any Alignment


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

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

  • Saving Throws Cha +2
  • Skills Acrobatics +3, Athletics +2
  • Senses passive Perception 10
  • Languages Common
  • Challenge 1/4 (50 XP)

Honest and Brave. Seman Recruits have a +5 to saving throws against being charmed or frightened.

Actions

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


Seaman First Class

Medium Humaniod (Any Race), Any Alignment


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

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

  • Saving Throws Cha +2
  • Skills Acrobatics +3, Athletics +3
  • Senses passive Perception 11
  • Languages Common
  • Challenge 1/2 (100 XP)

Actions

Multiattack. The Seman First Class makes two Shortsword or Rifle Attacks.

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

Rifle. Ranged Weapon Attack: +3 to hit, range 40 ft./ 80 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.


Petty Officer

Medium Humanoid (Any Race), Any Alignment


  • Armor Class 12
  • Hit Points 33 (6d6 +12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 13 (+1) 12 (+1) 11 (+0)

  • Saving Throws Cha +2
  • Skills Acrobatics +3, Athletics +4
  • Senses passive Perception 11
  • Languages Common
  • Challenge 1 (200 XP)

Actions

Multiattack. The Petty Officer makes two Shortsword or Rifle Attacks

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

Rifle. Ranged Weapon Attack: +3 to hit, range 40 ft./ 80 ft., one target. Hit: 5 (1d8 +1) bludgeoning damage.


Chief Petty Officer

Medium Humaniod (Any Race), Any Alignment


  • Armor Class 13 (Leather Armor)
  • Hit Points 46 (7d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 13 (+1) 12 (+1) 11 (+0)

  • Saving Throws Cha +2
  • Skills Acrobatics +4, Athletics +4
  • Senses passive Perception 11
  • Languages Common
  • Challenge 2 (450 XP)

Follow my lead. The Chief Petty Officer can use his action to give an order to someone of lower rank than him, when he does so, that creature can either make one attack action or move half their movement.

Actions

Multiattack. The Chief Petty Officer makes two Shortsword or Rifle Attacks

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

Rifle. Ranged Weapon Attack: +4 to hit, range 40 ft./ 80 ft., one target. Hit: 6 (1d8 +2) bludgeoning damage.


Master Chief Petty Officer

Medium Humanoid (Any Race), Any Alignment


  • Armor Class 13 (Lether Armor)
  • Hit Points 50 (9d6 +18)
  • Speed 30 ft.

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

  • Saving Throws Cha +3
  • Skills Acrobatics +4, Athletics +4, History +4
  • Senses passive Perception 11
  • Languages Common
  • Challenge 3 (700 XP)

Follow my lead. The Master Chief Petty Officer can use his action to give an order to someone of lower rank than him, when he does so, that creature can either make one attack action or move half their movement.

Actions

Multiattack. The Master Chief Petty Officer makes three Shortsword or two Rifle Attacks

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

Rifle. Ranged Weapon Attack: +4 to hit, range 40 ft./ 80 ft., one target. Hit: 6 (1d8 +2) bludgeoning damage.

Variant Master Chief Petty Officer

Over the course of the story of One Piece, two characters have been known to have the rank of Master Chief Petty Officer, Koby and Tashigi. Both have better Dexterity (16, making their AC 14 and a +5 to their Rifle's attack roll) and the following additional abilities:

Tashigi can use Disarm. When an opponent wielding a weapon misses a melee attack with that weapon, Tashigi can use her reaction to force them to make a DC 13 Dexterity saving throw. If they fail, their weapon flies out of their hand and lands 15 feet away from them.

Koby has the Shave Feat, described in the 6 Powers Section of this Homebrew.


Warrant Officer

Medium Humaniod (Any Race), Any Alignment


  • Armor Class 14 (Lether Armor)
  • Hit Points 59 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 14 (+2) 13 (+1) 12 (+1)

  • Saving Throws Cha +3
  • Skills Acrobatics +5, Athletics +4, History +3
  • Senses passive Perception 11
  • Languages Common
  • Challenge 4 (1,100 XP)

Out for your Arrest. As the highest Rank amongst the Infantry, a Warrant Officer can use their action to give commands to others as a bonus action, choosing from the three choices listed below:

  • The Target Marine can move up to their movement without invoking attacks of opportunity.

  • The Target Marine can make one attack action.

  • The Target Marine can make one grapple action with advantage.

Actions

Multiattack. The Warrant Officer makes three Shortsword or two Rifle Attacks.

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

Rifle. Ranged Weapon Attack: +5 to hit, range 40 ft./ 80 ft., one target. Hit: 7 (1d8 +3) bludgeoning damage.


Ensign

Medium Humanoid (Any Race), Any Alignment


  • Armor Class 14 (Lether Armor)
  • Hit Points 59 (9d8 + 27)
  • Speed 30 ft.

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

  • Saving Throws Cha +5
  • Skills Acrobatics +6, Athletics +6, History +5, Persuasion +5
  • Senses passive Perception 12
  • Languages Common
  • Challenge 5 (1,800 XP)

Blades of Justice. When an Ensign makes a single melee weapon attack, they can add 4d8 to the attack roll. They cannot use this ability if they have already used their multiattack this turn.

Actions

Multiattack. The Ensign makes Two Longsword or Rifle Attacks

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 +3) slashing damage or 9 (1d10 +3) slashing damage when using two hands.

Rifle. Ranged Weapon Attack: +6 to hit, range 40 ft./80 ft., one target. Hit: 8 (1d8+3) bludgeoning damage

Reactions

Parry. The Ensign adds 2 to their AC against one melee attack that would hit them. To do so, the Ensign must see the attacker and be wielding a melee weapon.


Lieutenant Jr. Grade

Medium Humanoid (Any Race), Any Alignment


  • Armor Class 15 (Leather Armor)
  • Hit Points 68 (9d8 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 14 (+2)

  • Saving Throws Cha +5
  • Skills Acrobatics +6, Athletics, +6, History +5, Perception +5, Persuasion +5
  • Senses passive Perception 15
  • Languages Common
  • Challenge 6 (2,300)

Blades of Justice. When a Lieutenant Jr. Grade makes a single melee weapon attack, they can add 4d8 to the attack roll. They cannot use this the same turn they use their multiattack.

Actions

Multiattack. The Lieutenant Jr. Grade makes Two Longsword or Rifle Attacks

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 +3) slashing damage or 9 (1d10 +3) slashing damage when using two hands.

Rifle. Ranged Weapon Attack: +6 to hit, range 40 ft./80 ft., one target. Hit: 8 (1d8+3) bludgeoning damage

Reactions

Parry. The Lieutenant Jr. Grade adds 2 to their AC against one melee attack that would hit them. To do so, the Ensign must see the attacker and be wielding a melee weapon.


Lieutenant

Medium Humanoid (Any Race), Any Alignment


  • Armor Class 15 (Leather Armor)
  • Hit Points 68 (9d8 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 14 (+2)

  • Saving Throws Cha +5
  • Skills Acrobatics +6, Athletics, +6, History +5, Persuasion +5
  • Senses passive Perception 12
  • Languages Common
  • Challenge 6 (2,300)

Resilient Justice. When a Lieutenant takes damage, they can use their reaction to reduce the damage by 1d10+4.

Blades of Justice. When a Lieutenant makes a single melee weapon attack, they can add 4d8 to the attack roll. They cannot use this the same turn they use their multiattack.

Actions

Multiattack. The Lieutenant makes Two Longsword or Rifle Attacks

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 +3) slashing damage or 9 (1d10 +3) slashing damage when using two hands.

Rifle. Ranged Weapon Attack: +6 to hit, range 40 ft./80 ft., one target. Hit: 8 (1d8+3) bludgeoning damage

Reactions

Parry. The Lieutenant adds 2 to their AC against one melee attack that would hit them. To do so, the Lieutenant must see the attacker and be wielding a melee weapon.


Lieutenant Commander

Medium Humanoid (Any Race), Any Alignment


  • Armor Class 16 (Lether Armor)
  • Hit Points 68 (9d8 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 18 (+4) 15 (+2) 15 (+2) 14 (+2)

  • Saving Throws Dex +7, Cha +5
  • Skills Acrobatics +7, Athletics +6, History +5, Perception +5, Persuasion +5
  • Senses passive Perception 15
  • Languages Common
  • Challenge 7 (2,900 XP)

Resilient Justice When the Lieutenant Commander take damage, they can use their reaction to reduce the damage by 1d10+4.

Persuit of Justice. The Lieutenant Commander can use its bonus action to move its speed toward a hostile creature it can see.

Actions

Multiattack. The Lieutenant Commander makes Two Longsword or Rifle Attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 +3) slashing damage or 9 (1d10 +3) slashing damage when using two hands.

Rifle. Ranged Weapon Attack: +7 to hit, range 40 ft./80 ft., one target. Hit: 9 (1d8+4) bludgeoning damage

Reactions

Parry. The Lieutenant Commander adds 2 to their AC against one melee attack that would hit them. To do so, the Lieutenant Commander must see the attacker and be wielding a melee weapon.


Commander

Medium Humanoid (Any Race), Any Alignment


  • Armor Class 16 (Lether Armor)
  • Hit Points 76 (11d8 + 44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 15 (+2) 15 (+2) 14 (+2)

  • Saving Throws Dex +7, Cha +5
  • Skills Acrobatics +7, Athletics +7, History +5, Perception +5, Persuasion +5
  • Senses passive Perception 15
  • Languages Common
  • Challenge 7 (2,900 XP)

Resilient Justice When the Commander take damage, they can use their reaction to reduce the damage by 1d10+4.

Persuit of Justice. The Commander can use its bonus action to move its speed toward a hostile creature it can see.

Actions

Multiattack. The Commander makes Two Longsword or Rifle Attacks.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 +4) slashing damage or 10 (1d10 +4) slashing damage when using two hands.

Rifle. Ranged Weapon Attack: +7 to hit, range 40 ft./80 ft., one target. Hit: 9 (1d8+4) bludgeoning damage

Reactions

Parry. The Commander adds 3 to their AC against one melee attack that would hit them. To do so, the Commander must see the attacker and be wielding a melee weapon.


Captain

Medium Humanoid, Any Alignment


  • Armor Class 17 (Marine Armor)
  • Hit Points 76 (11d8 + 44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 15 (+2) 15 (+2) 16 (+3)

  • Saving Throws Dex +7, Cha +6
  • Skills Acrobatics +7, Athletics +7, History +5, Intimidation +6, Perception +5, Persuasion +6
  • Senses passive Perception 15
  • Languages Common
  • Challenge 8 (3,900 XP)

Persuit of Justice. The Captain can use its bonus action to move its speed toward a hostile creature it can see.

Pulling Rank. The Captain can use its action to use any ability of a lower ranked marine as if it were their own.

Stand for my men. The Captain can use its action to gain temporary hit points equal to 3 times the number of marines within 30 feet of itself that are lower rank then it is. The Captain can only use this ability once per day.

Actions

Multiattack. The Captain makes two Longsword or Rifle attacks.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 +4) slashing damage or 10 (1d10 +4) slashing damage when using two hands.

Rifle. Ranged Weapon Attack: +7 to hit, range 40 ft./80 ft., one target. Hit: 9 (1d8+4) bludgeoning damage

Reactions

Parry. The Captain adds 3 to their AC against one melee attack that would hit them. To do so, the Commander must see the attacker and be wielding a melee weapon.


Commodore

Medium Humanoid, Any Alignment


  • Armor Class 17 (Marine Armor)
  • Hit Points 102 (12d8 + 48)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 17 (+3) 16 (+3)

  • Saving Throws Dex +8, Con +8, Cha +7
  • Skills Acrobatics +8, Athletics +8, History +7, Insight +7, Intimidation +7, Medicine +7, Perception +7, Persuasion +7, Survival +7
  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non Haki-imbued weapons
  • Condition Immunities Frightened
  • Senses passive Perception 17
  • Languages Common
  • Challenge 9 (5,000 XP)

Persuit of Justice. The Commodore can use its bonus action to move its speed toward a hostile creature it can see.

Pulling Rank. The Commodore can use its action to use any ability of a lower ranked marine as if it were their own.

Showings of Greatness. The Commodore has learned one type of Haki, choosing between Observation or Armament. They have 3 Haki dice and can use the first two abilities of the chosen Haki type.

Actions

Multiattack. The Commodore makes three Longsword or Rifle attacks

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 +4) slashing damage or 10 (1d10 +4) slashing damage when using two hands.

Rifle. Ranged Weapon Attack: +8 to hit, range 40 ft./80 ft., one target. Hit: 9 (1d8+4) bludgeoning damage

Reactions

Parry. The Commodore adds 3 to their AC against one melee attack that would hit them. To do so, the Commander must see the attacker and be wielding a melee weapon.


Rear Admiral

Medium Humanoid, Any Alignment


  • Armor Class 19 (Marine Battle Armor)
  • Hit Points 111 (13d8 + 52)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 18 (+4) 18 (+4)

  • Saving Throws Dex +8, Con +8, Cha +8
  • Skills Acrobatics +8, Athletics +8, History +7, Insight +8, Intimidation +8, Medicine +8, Perception +8, Persuasion +7, Survival +8
  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non Haki-imbued weapons
  • Condition Immunities Frightened
  • Senses passive Perception 18
  • Languages Common
  • Challenge 10 (5,900 XP)

Persuit of Justice. The Rear Admiral can use its bonus action to move its speed toward a hostile creature it can see.

Pulling Rank. The Rear Admiral can use its action to use any ability of a lower ranked marine as if it were their own.

Showings of Greatness. The Rear Admiral has learned both Observation and Armament Haki. They have 3 Haki dice and can use the first two abilities of both Haki types.

Ship Commander. The Rear Admiral has advantage on all Investigation, Perception, and Survival checks made while on their own ship.

Actions

Multiattack. The Rear Admiral makes three Longsword or Rifle attacks

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 +4) slashing damage or 10 (1d10 +4) slashing damage when using two hands.

Rifle. Ranged Weapon Attack: +8 to hit, range 40 ft./80 ft., one target. Hit: 9 (1d8+4) bludgeoning damage

Reactions

Parry. The Rear Admiral adds 3 to their AC against one melee attack that would hit them. To do so, the Commander must see the attacker and be wielding a melee weapon.



Vice Admiral

Medium, Large, or Huge Humanoid, Any Alignment


  • Armor Class 20 (Marine Battle Armor)
  • Hit Points 145 (15d10 + 60)
  • Speed 40 ft.

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

  • Saving Throws Dex +11, Con +9, Cha +9
  • Skills Acrobatics +11, Athletics +11, History +9, Insight +9, Intimidation +9, Medicine +9, Perception +9, Persuasion +9, Survival +9
  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non Haki-imbued weapons
  • Condition Immunities Frightened
  • Senses passive Perception 19
  • Languages Common
  • Challenge 15 (13,000 XP)

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

Persuit of Justice. The Vice Admiral can use its bonus action to move its speed toward a hostile creature it can see.

Pulling Rank. The Vice Admiral can use its action to use any ability of a lower ranked marine as if it were their own.

Full Understanding of Haki. The Vice Admiral has Mastered both Observation and Armament Haki. They have 3 Haki dice and can use the abilities of both Haki types.

6 Powers. The Vice Admiral knows 1d6-3 of the six powers.

Buster Call Captain. The Vice Admiral has advantage on all ability checks made during a Buster Call.

Actions

Multiattack. The Vice Admiral makes three attacks

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 +6) slashing damage or 12 (1d10 +6) slashing damage when using two hands.

Rifle. Ranged Weapon Attack: +11 to hit, range 40 ft./80 ft., one target. Hit: 11 (1d8+6) bludgeoning damage

Reactions

Parry. The Vice Admiral adds 3 to their AC against one melee attack that would hit them. To do so, the Commander must see the attacker and be wielding a melee weapon.



Admiral

Medium, Large, or Huge Humanoid, Any Alignment


  • Armor Class 22 (Marine War Armor)
  • Hit Points 194 (18d10 + 95)
  • Speed 45 ft.

STR DEX CON INT WIS CHA
23 (+6) 23 (+6) 20 (+10) 19 (+4) 19 (+4) 19 (+4)

  • Saving Throws Dex +12, Con +11, Cha +10
  • Skills Acrobatics +12, Athletics +12, History +9, Any 6 other skills +9
  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non Haki-imbued weapons
  • Condition Immunities Frightened
  • Senses passive Perception 20
  • Languages Common
  • Challenge 20 (25,000 XP)

Legendary Resistance (4/Day). If the Admiral fails a saving throw, it can choose to succeed instead.

Pulling Rank. The Admiral can use it's action to perform any action of a rank lower than their own.

Full Understanding of Haki. The Admiral has mastered both Observation and Armament Haki. They have 5 Haki dice and can use the abilities of both Haki types.

6 Powers. The Admiral can knows 1d6 of the six powers.

Aura of a King. Roll a d100, on a 1 the Admiral has the ability to use Conquerer's Haki

Actions

Multiattack. The Admiral makes four attacks

Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8+6) slashing damage or 23 (3d10 +6) slashing damage when using two hands.

Rifle. Ranged Weapon Attack: +12 to hit, range 50 ft./100 ft., one target. Hit: 20 (3d8+6) bludgeoning damage

Reactions

Parry. The Admiral adds 3 to their AC against one melee attack that would hit them. To do so, the Commander must see the attacker and be wielding a melee weapon.

Legendary Actions

The Admiral can take 4 Legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Admiral regains spent legendary actions at the start of their turn.

Detect. The Admiral makes a Wisdom (Perception) check or uses their Observation Haki.

Attack. The Admiral makes one weapon attack.

Sweeping Strike (Costs 3 Actions). The admiral chooses up to 6 creatures within 5 feet of themselves and makes one weapon attack against each of them.


Dr. Hogback

Medium Humaniod, Lawful Evil


  • Armor Class 10
  • Hit Points 33 (6d8 + 6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
9 (-1) 10 (+0) 12 (+1) 22 (+6) 19 (+4) 11 (+0)

  • Saving Throws Int +8, Wis +6
  • Skills Deception +2, Medicine +12, Survival +6
  • Senses passive Perception 14
  • Languages Common
  • Challenge 2 (450 XP)

Master of Medicine: Dr. Hogback doubles his proficiency bonus when making Medicine Checks.

Mysterious Four's Doctor: As a member of Gecko Moria's Crew, Dr. Hogback has the authority to command any zombie powered by the Shadow-Shadow Fruit. Zombies created by this fruit can only disobey his commands if the order contradicts something Gecko Moria himself commanded.

Actions

Knife. Melee or Ranged Weapon Attack: +2 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage


Zombie Soldiers

Medium to Large Abomination, Neutral


  • Armor Class 11
  • Hit Points 13 (2d8 + 4)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 14 (+2) 10 (+0) 7 (-2) 5 (-3)

  • Saving Throws Con +4
  • Damage Vulnerabilities Fire
  • Damage Immunities Poison
  • Condition Immunities Poison
  • Senses passive Perception 8
  • Languages Common
  • Challenge 1/4 (50 XP)

Powered by the Shadow-Shadow Fruit. The zombies of thriller bark aren't truly undead creatures, and are therefore immune to abilities and powers that effect the undead. In addition, each zombie is unique in that it has all proficiencies of whatever creature's shadow powers them.

Always come back. Unless purified by seawater or salt in their mouths, the zombies of thriller bark will alway arise with their maximum hit points 1 hour after they die.

Actions

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


Absalom

Medium Humaniod, Neutral Evil


  • Armor Class 19 (Natural Armor)
  • Hit Points 145 (17d8 + 68)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 19 (+4) 12 (+1) 12 (+1) 14 (+2)

  • Saving Throws Str +8, Dex +7, Wis +5
  • Skills Animal Handling +5, Intimidation +6, Performance +6, Stealth +11
  • Damage Resistances Bludgeoning, Piercing, and Slashing Damage from nonmagical weapons
  • Senses passive Perception 11
  • Languages Common
  • Challenge 12 (8,400)

Invisible Man. With the power of the Clear-Clear fruit, Absalom can turn invisible at will. Anything he is wearing or carrying, as well as any creature he is touching, can also turn invisible at his discretion. Absalom himself doesn't need to turn invisible to make things and creatures he touches invisible.

Beast-Man Enhancements. Absolom has had his body modified to that of a beast. As such, he has advantage on intimidation checks against non-human creatures. He is also considered a Huge creature when lifting and carrying objects.

Mysterious Four's Beast. As a member of Gecko Moria's Crew, Absalom has the authority to command any zombie powered by the Shadow-Shadow Fruit. Zombies created by this fruit can only disobey his commands if the order contradicts something Gecko Moria himself commanded.

Actions

Multiattack. The Absalom makes 3 Slam attacks

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) Bludgeoning Damage damage

Hands of the Dead. Absalom targets one creature within 30 feet of himself. That creature must make a Constitution saving throw, taking 5d10 fire damage on a failed save, or half as much on a successful one.

Zombie Variant, Wild Zombies

Unlike the other types of Zombies of Thriller Bark, Wild Zombies share the same stats as whatever beast their body is made from. In addition, they gain the following traits:

Powered by the Shadow-Shadow Fruit. The zombies of thriller bark aren't truly undead creatures, and are therefore immune to abilities and powers that effect the undead. In addition, each zombie is unique in that it has all proficiencies of whatever creature's shadow powers them.

Always come back. Unless purified by seawater or salt in their mouths, the zombies of thriller bark will alway arise with their maximum hit points 1 hour after they die.

Anthropology. Wild Zombies stand upright, and are capable of using items and weapons like any humaniod creature.

Abominations. Wild Zombies are not considered whatever type of creature they use to be, but rather Abominations.



Perona

Medium Humaniod, Neutral


  • Armor Class 14
  • Hit Points 28 (5d8 + 5)
  • Speed 30 ft.

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

  • Saving Throws Dex +8, Wis +4
  • Skills Arcana +6, Deception +7, Perception +4 Performance +7
  • Senses Passive Perception 14
  • Languages Common
  • Challenge 9 (5,000 XP)

Mysterious Four's Princess. As a member of Gecko Moria's Crew, Perona has the authority to command any zombie powered by the Shadow-Shadow Fruit. Zombies created by this fruit can only disobey her commands if the order contradicts something Gecko Moria himself commanded.

Ghost Girl. Using an action to do so, Perona can astraly project herself from her body, creating a ghost of herself. While in this form, her original body is unable to move, and Perona cannot use any of her body's senses. This ghostly form is invulnerable to any kind of damage and can pass through any object. While in this form, Perona can still use any of her actions other than Slap.

Actions

Slap. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 1 (1d4 - 1) bludgeoning damage

Hollow Summon. Perona summons a Toku Hollow or 2d8 of either Mini or Negative Hollows into any space within 10 feet of herself.

Ghost Rap. Perona snaps her fingers in rapid succession, detonating up to six Mini Hollows or one Toku Hollow.

Negative Ghost (Recharge 6). Perona summons either three Negative Hollows or Mini Hollows and one Toku Hollow

Bonus Actions

Ghost Rap. Perona snaps her fingers, detonating one mini hollow of her choice.

Hollows

Adorable little ghosts summoned through the power of the Hollow-Hollow Fruit. Coming in three varieties, each with their own powers, but all share the following traits:

  • They are immune to all forms of damage.
  • They can pass through any creature or object, as well as end their turn inside of something else.
  • They have no stats aside from fly 50 ft.
  • They can attach themselves to any creature.
Mini Hollow

In addition to normal Hollow traits, Mini Hollows can be detonated by Perona as an action or bonus action, its size is tiny.

When detonated, any creature the Mini Hollow is attached to takes 1d6 thunder damage.

Toku Hollow

In addition to normal Hollow traits, Toku Hollows can be detonated by Perona as an action, its size is large.

When detonated, any creature the Toku Hollow is attached to takes 8d6 thunder damage.

Perona can only have one Toku Hollow summoned at a time. If she summons a new one, the previous one disappears, causing no damage.

Negative Hollow

In addition to normal Hollow traits, Negative Hollows cause suffering through any creature they pass through.

When a Negative Hollow passes through a creature, that creature must succeed on a DC 15 Charisma Saving Throw or become depressed. When depressed in this way, the creature can take no action other than to grovel. In addition, their movment becomes 0 ft.

A creature with a Charisma of 9 or less doesn't need to make this save.


Surprise Zombie

Small to Large Abomination, Neutral


  • Armor Class 10
  • Hit Points 14 (4d4 + 4)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 16 (+3) 13 (+1) 18 (+4)

  • Saving Throws Cha +6
  • Skills Deception +6
  • Damage Vulnerabilities Fire
  • Condition Immunities Paralyzed, Poisoned
  • Senses passive Perception 13
  • Languages Common
  • Challenge 1/2 (50 XP)

Powered by the Shadow-Shadow Fruit. The zombies of thriller bark aren't truly undead creatures, and are therefore immune to abilities and powers that effect the undead. In addition, each zombie is unique in that it has all proficiencies of whatever creature's shadow powers them.

Always come back. Unless purified by seawater or salt in their mouths, the zombies of thriller bark will alway arise with their maximum hit points 1 hour after they die.

Big Surprise. Surprise Zombies are are indistinguishable from an ordinary object while they remain motionless.

Actions

Strike. Melee Weapon Attack: +2 to hit, reach 60 ft., one target. Hit: 2 (1d4) Bludgeoning, Piercing, or Slashing damage (Depending on the Zombie)



Oars

Titanic Monstrosity, Neutral


  • Armor Class 18 (Natural Armor)
  • Hit Points 465 (30d20 + 150)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 20 (+5) 5 (-3) 7 (-2) 14 (+2)

  • Saving Throws STR +16, DEX +6
  • Skills Athletics +16, Intimidation +8, Perception +4
  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from nonmagical weapons
  • Condition Immunities Frightened, Grappled, Paralyzed, Petrified, Poisoned, Exahustion
  • Senses passive Perception 14
  • Languages Common
  • Challenge 20 (25,000 XP)

Powered by the Shadow-Shadow Fruit. The zombies of thriller bark aren't truly undead creatures, and are therefore immune to abilities and powers that effect the undead. In addition, each zombie is unique in that it has all proficiencies of whatever creature's shadow powers them.

Always come back. Unless purified by seawater or salt in their mouths, the zombies of thriller bark will alway arise with their maximum hit points 1 hour after they die.

Frightful Presence. Each creature of Oars' choice that is within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature frightened by this ability reduces its movement speed to 0 feet. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving thrwo is successful or the effect ends for it, the creature is immune to Oars' Frightful Presence for the next 24 hours.

Actions

Multiattack. The Oars makes three Crush Attacks.

Crush. Oars targets a point within 40 feet of himself. Creatures within 30 feet of that point must make a DC 15 Dexterity Saving Throw, taking 44 (8d10) bludgeoning damage, or half as much on a successful one.

Mega Stamp. Oars targets a point within 50 feet of himself. Creatures within 30 feet of that point must make a DC 18 Dexterity Saving Throw, taking 78 (12d12) bludgeoning damage, or half as much on a successful one.



Gecko Moria

Huge Humaniod, Lawful Evil


  • Armor Class 17 (Natural Armor)
  • Hit Points 150 (12d12 + 72)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
17 (+3) 9 (-1) 22 (+6) 16 (+3) 15 (+2) 10 (+0)

  • Saving Throws Str +8, Con +11, Wis +7
  • Skills Arcana +8, Deception +5, Intimidation +5, Perception +8, Stealth +4
  • Condition Immunities Charmed, Frightened
  • Senses passive Perception 18
  • Languages Common
  • Challenge 15 (13,000 XP)

Master of the Shadow-Shadow Fruit. As an action, Moria can snip the shadow off of a creature that is grappled or incapacitated. Upon losing their shadow, the creature is knocked unconscious and will remain that way until another creature spends an action to wake them up. A creature that has lost its shadow in this manner will vanish the instant it is covered in sunlight. If the shadow is returned to it before its entire body is covered in sunlight, the entire creature will be restored.

Zombie Creation. Moria can place a shadow into a dead body to create a zombie. A zombie created in this manner has all the saving throws, mental stats, and skills of the shadow that was placed into it, as well as the condition immunities, physical stats, and AC the dead body had in life.

Shadow Absorb. Moria can call back any shadow he has taken and absorb it into himself. Doing so will give him the skills of the shadow he absorbed, as well as increase his maximum Hit Points by 1.

Doppleman. As and action Moria can summon his shadow in the form of Doppleman, a shadowy form that looks just like him, save for an actual face. This shadow has the same stats as Moria, but doesn't have any hit points or use any of Moria's actions, save for his Brick Bat reaction. As an action, bonus action, or reaction to being struck by an attack, Moria can switch places with his doppleman, regardless of how far away they are from each other.

Actions

Multiattack. The Gecko Moria makes two Scissor Sword attacks.

Scissor Sword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 12 (2d8 + 3) piercing damage

Shadow Manipulation. Gecko Moria calls upon the power of the shadows he has stolen with the power of his devil fruit. As an action, Moria can grant all zombies within 40 feet of himself +2 AC and 5 extra feet of reach to their melee weapon attacks.

Bonus Actions

Rapid Zombie. Moria can summon a Zombie Soldier within 10 feet of himself.

Reactions

Brick Bat. When Moria is hit by an attack, he can summon his shadow in the form of many bats, increasing his AC by 5, including against the triggering attack. These bats stay until the start of his next turn.

 

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