One Piece Monster Manual: Boss Rush

by Hero

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Hello, Sailor!

If you're reading this, good news! You've found the writings of someone who's been studying One Piece for a great deal of time, as well as an experienced Dungeon Master for the world's most popular table top RPG system!

What does this mean for you? It means I've spent some time turning some of One Piece's main antagonists into battle ready boss characters for your players to face. (If you are not a DM, consult your Dungeon Master before reading further)

Powerful Additions!

In addition to these 31 baddies, you'll find my thoughts on each of them and why I feel the way I do about their role in Luffy's story. It won't just be stat blocks, either, each boss will drop an item that your players can use in future adventures such as Alvida's Club, Buggy's Buggy Ball, or even the Sand-Sand Fruit itself!

Table of Contents
Page Boss
3 Alvida
4 Captain Morgan
5 Helmeppo
6 Mohji and Richie
7 Buggy the Clown
8 Kuro
9 Don Krieg
10 Arlong
11 Captain Smoker
12 Mr. 3 Candle Champion
13 Wapol
14 Bellamy
15 Enel
16 Foxy
17 Blueno
18 Rob Lucci
19 Oars and Moria Combined
20 St. Charlos
21 Bartholomew Kuma
22 Boa Sandersonia
23 Boa Marigold
24 Magellan
25 Kizaru
26 Aokiji
27 Akainu
28 Hody Jones
29 Caesar Clown
30 Doflamingo
31 Katakuri


"Iron Mace" Alvida

Large Humanoid, Lawful Evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 37 (5d8 + 15)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 17 (+3) 14 (+2) 12 (+1) 7 (-2)

  • Saving Throws Strength +6
  • Skills History +4, Intimidation +0
  • Senses passive Perception 11
  • Languages Common
  • Challenge 1 (200 XP)

Actions

Iron Mace. Melee Weapon Attack: +6 to hit, 5 ft., one target. Hit 13 (2d8 + 4) bludgeoning damage. This attack deals maximum damage when striking an inanimate object or structure.

Iron Spin. Alvida spins herself around, attacking every creature within 5 feet of herself with her Iron Mace attack. If Alvida strikes more than one creature with this ability, she cannot use this ability again until she has made at least one Iron Mace attack.

Rare Action

Alvida can take one rare action at the end of another creature's turn. She regains this rare action at the start of her turn.

Don't Just Stand There! Alvida allows one creature allied with her to take an attack action. This attack action has advantage if the creature is at their maximum hit points.

Alvida's Iron Mace

Weapon (Mace), Uncommon

Once Wielded by Alvida, this weapon is far more durable and dangerous than a normal mace. In addition to gaining +1 to attack and damage rolls made with this weapon, you deal an additional 2d4 bludgeoning damage to any object or structure you hit with this weapon.



"Axe-Hand" Moragn

Large Humanoid, Lawful Evil


  • Armor Class 17 (Natural Armor)
  • Hit Points 37 (5d8 + 15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 16 (+3) 10 (+0) 10 (+0) 8 (-1)

  • Saving Throws Str +6
  • Skills Intimidation +1, Perception +2
  • Condition Immunities Frightened
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1 (200XP)

Reckless Abandon. At the start of his turn, Morgan can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.

Actions

Multiattack. The Morgan makes two Axe Hand attacks

Axe Hand. Melee Weapon Attack: +7 to hit, 5ft., one target. Hit 12 (1d12 + 5) Slashing damage

Rare Action

Morgan can take one rare action at the end of another creature's turn. He regains this rare action at the start of his turn.

My Greatness. Captain Morgan's Ego grants him 1d6 temporary hit points. This increases to 3d6 if he has damaged a creature during his last turn.

Captain Morgan's Axe Hand

Weapon (Great Axe), Rare

Once the hand of a marine captain who abused his power for a little long. After his defeat, his axe hand can now be used by another, but the curse of his abuse still remains. In addition to adding +1 to attack and damage rolls made with this weapon, this axe deals an additional 1d6 slashing damage to humanoids.


Helmeppo

Medium Humanoid, Chaotic Neutral


  • Armor Class 10
  • Hit Points 9 (2d8)
  • Speed 30 ft.

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

  • Senses passive Perception 10
  • Languages Common
  • Challenge 1/4 (25 XP)

Actions

Bonk. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 Bludgeoning damage

Idle Threat. Helmeppo makes a threat to a creature within 30 feet of himself. That creature must succeed on a DC 5 Wisdom Saving throw or become afraid of Helmeppo for one minute. This save has disadvantage if Helmeppo is within 1 mile of "Axe Hand" Morgan and if the creature is a Marine.

Rare Action

Helmeppo can take one rare action at the end of another creature's turn. He regains this rare action at the start of his turn.

Daddy! Helmeppo can make one Idle Threat action against a creature of his choice.

The Cowardly Son of a Captain

Helmeppo, son of Captain Morgan, and a general nuisance to the people of Shells Town. In addition to being constantly protected by marines he can be seen with his pet wolf terrorizing the town, using his father's authority as if it were his own.

Role Playing Helmeppo

If you do decide to use Helmeppo, I'd recommend making sure your players can't just one-shot him. Give him body guards, as well as have the people of Shells Town be to afraid to stand up to him.

Helmeppo's Gun

Weapon (Pistol), Rare


While normal looking, Helmeppo's Gun has some strange properties. While it can be used as a ranged weapon with 30/100 feet range, deals 1d8 piercing damage, and has the loader feat, it can also turn into a spring loaded hammer and back again as an action. The properties of this hammer are a Melee Weapon with a reach of 5 ft. and deals 1d8 bludgeonding damage.


Mohji the Beast Tamer

Medium Humanoid, Lawful Evil


  • Armor Class 11
  • Hit Points 17 (3d8 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 16 (+3) 10 (+0) 15 (+2) 11 (+0)

  • Skills Acrobatics +3, Animal Handling +4, Survival +4
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1 (200 XP)

Beast Sense. Mohji has advantage on all Perception checks that rely on sight and smell.

Actions

Whip. Melee Weapon Attack: +2 to hit, reach 15 ft., one target. Hit: 7 (2d6) Bludgeoning damage

Beast Master. Mohji chooses one beast within 30 feet of himself and makes an animal handling check against the beast's wisdom saving throw. If he rolls higher than the beast, it becomes friendly to him until he or an ally of his damages it. Mohji can only have one beast friendly to him using this ability at a time.

Rare Actions

Mohji can take one rare action at the end of another creature's turn. He regains this rare action at the start of his turn.

Get on Richie. Mohji can use his movement to mount his pet lion, Richie. This movement doesn't invoke attacks of opportunity.

Beast's Call. Mohji chooses an allied beast within 60 feet of himself. That beast can make an attack action.


Richie

Large Beast, Unaligned


  • Armor Class 12
  • Hit Points 26 (4d10 + 4)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 13 (+1) 5 (-3) 12 (+1) 9 (-1)

  • Skills Perception +3, Stealth +6
  • Senses passive Perception 13
  • Languages understands Common
  • Challenge 1 (200 XP)

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

Pack Tactics. Richie has advantage on attack rolls against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.

Furious Strike. While Mohji is mounted on Richie, his attacks deal an additional 2d6 of their damage types.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 +3) Piercing damage.

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

Food for hungry beasts

Animal Food, uncommon


This food can be consumed by a beast as an action to gain 2d10 temporary hit points for 24 hours.



Buggy the Clown

Medium Humaniod, Neutral Evil


  • Armor Class 13
  • Hit Points 30 (4d8 + 12)
  • Speed 30 ft., fly 35 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+3) 10 (+0) 14 (+2) 10 (+0) 8 (-1)

  • Saving Throws Dex +5, Con +2
  • Skills Acrobatics +5, History +4, Intimidation +1, Performance +1, Sleight of Hand +5
  • Damage Immunities Piercing and Slashing
  • Senses passive Perception 10
  • Languages Common
  • Challenge 2 (450 XP)

The man who ate the Chop-Chop Fruit. Because he ate the Chop-Chop Fruit, Buggy became a man who cannot be cut. Because of this, Buggy can split his body up into separate parts and move them freely in a sphere centering on his feet. His feet must remain on the ground and all other parts must remain within 50 feet of his feet. Each limb has it's own independent movement on Buggy's turn.

Separate Limbs. Buggy can separate his body parts as much as he wants, but only his hands, feet, and head are able to deal damage. Buggy's other limbs serve as obstacles and cover for his main parts. Buggy can take damage from any part of his body.

Risks of floating. If any of Buggy's body parts are restrained or moved further than 50 feet from his body, they lose their ability to fly.

Actions

Multiattack. Buggy makes three knife attacks.

Knife. (Hands and Feet Only) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d4 + 3) Piercing damage

Bite (Head Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d4 +3) Piercing damage

Chop-Chop Cannon. Buggy targets one creature within 50 feet of his feet and sends one of his fists over to them. That creature must succeed on a DC 13 Dexterity saving throw or take 3d6 bludgeoning damage. The fist then stays within 5 feet of the targeted creature, regardless of whether or not they took damage.

Chop-Chop Festival. Buggy moves all his limbs to any location within 50 feet of his feet. This movement does not invoke an attack of opportunity.

Reactions

Chop-Chop Quick Escape. Buggy adds 5 to his AC against one melee or ranged attack that would hit him. To do so, he must see the attacker. He can then move whatever part of his body was targeted 10 feet without invoking attacks of opportunity.

Epic Actions

Buggy 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. Buggy regains spent epic actions at the start of his turn.

Attack. Buggy makes one attack.

Festival (Costs 2 actions). Buggy makes one Chop-Chop Festival action, then he can make one attack.

Acrobatic Jaunt. Buggy regains the use of his reaction, if he's already used it.

The Fearsome Buggy Ball!

Weapon (Bomb), Epic


This bomb can be fired from a cannon to a point within 300 feet. All creatures within 80 feet of that point must succeed on a DC 15 Dexterity Saving throw or take 12d6 Fire damage on a failed save and half as much on a successful one. Structures within this range take 72 fire damage regardless of the dice roll.



Kuro of a Hundred Plans

Medium Humanoid, Lawful Evil


  • Armor Class 16
  • Hit Points 18 (4d8)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
7 (-2) 22 (+6) 10 (+0) 20 (+5) 12 (+1) 10 (+0)

  • Saving Throws Dex +8, Int +7, Wis +3
  • Skills Acrobatics +8, Intimidation +2, Investigation +7
  • Senses passive Perception 11
  • Languages Common
  • Challenge 2 (450 XP)

Pillar of the Community. Until proven to be a pirate, Kuro has advantage on all Charisma based skills against any humanoid.

The man with One Hundred Plans. Kuro has advantage on insight checks to see if he's being lied to. He also has advantage on all of his own deception checks.

Precise Striking. Kuro's attacks ignore any ability that would reduce the damage of his Cat Claw attack.

Actions

Multiattack. Kuro makes 5 Cat Claw Attacks

Cat Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 3 Slashing damage

Out of the Bag. Kuro moves at speeds faster than the eye can see. He then makes one Cat Claw attack against every creature within 50 feet of himself, ending his movement in any space within 50 feet of his original space.

Reactions

Stealth Foot. If a creature within 50 feet of Kuro makes a ranged attack against him, he can use his reaction to move to a space within 5 feet of them, causing disadvantage on the attack and gaining him +4 to his AC for that attack. This movement doesn't invoke attacks of opportunity.

Rare Action

Kuro can take a rare action at the end of another creature's turn. He regains the use of this rare action at the start of his turn.

Catastrophy. Kuro moves 50 feet, making one Cat Claw attack against any creature he passes by. This movement doesn't invoke attacks of opportunity.

Kuro's Cat Claws

Weapon (Exotic), Rare


These Claws come in a pair, both are finesse weapons that provide 10 feet of reach and deal 1d4 slashing damage. The claws themselves take one action to remove or put on as they are gloves, but allow you to hold other items while still fighting, so long as the item reasonably can be used, for example a shield would get in the way of the claws, and therefore can't be used along with them.



"Foul-Play" Krieg

Large Humanoid, Neutral Evil


  • Armor Class 20 (Golden Armor)
  • Hit Points 113 (15d8 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 6 (-2) 16 (+3) 12 (+1) 10 (+0) 15 (+2)

  • Saving Throws Str +6, Con +5
  • Skills Athletics +6, Deception +6, Intimidation +6
  • Senses passive Perception 10
  • Languages Common
  • Challenge 5 (1,800 XP)

Actions

Multiattack. Krieg makes two weapon attacks.

Pistol. Ranged Weapon Attack: +1 to hit, range 45/90 ft., one target. Hit 4 (1d6) Piercing damage.

Ten Barrel Barrage (Recharge 6). Krieg lets loose a barrage of bullets from the various guns in his armor in a 15 foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much on a successful one.

Diamond Gauntlet. Melee Weapon Attack: +7 to hit, reach 5 ft., one target Hit 13 (2d8 + 4) Bludgeoning damage.

Battle Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., one target Hit 13 (2d8 + 4) Piercing and all creatures within 5 feet of the target (including the target) must succeed on a DC 14 Dexterity Saving throw, taking 11 (3d6) fire damage on a failed save, or half as much on a successful one.

MH5. Krieg chooses a point within 60 feet of himself and fires a poisonous gas bomb. All creatures within 100 feet of that point must make a DC 23 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much on a successful one. Krieg cannot use this ability again until he has finished a long rest.

Reactions

Feign Death. Krieg appeals to the sympathy of his opponent. When targeted by an attack Krieg can make a deception check against an opposing insight check. If Krieg succeeds, the creature targeting him must choose a different target for their attacks this turn. On a success, they become immune to this reaction.

Porcupine Cape. When struck by a melee attack, Krieg can use his porcupine cape to deal 11 (3d6) piercing damage to the attacker.

Rare Actions

Krieg can take a rare action, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. He regains this rare action at the start of his turn.

Detect. Krieg makes a Wisdom (Perception) check.

Attack. Krieg makes one weapon attack.

Command. One ally of Krieg can make one attack action.

Krieg's Armor

Armor (Plate), Very Rare


Made from Wootz Steel, Krieg's armor is immune to damage for a short period of time. Wearing this armor will make the wearer immune to all forms of non-magical damage for the first 10 time it is struck. After taking the tenth hit, the armor shatters and is rendered useless.



Arlong the Saw

Large Humanoid (Fishman), Lawful Evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 30 ft., Swim 55 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 16 (+3) 13 (+1) 10 (+0) 10 (+0)

  • Saving Throws Str +8, Con +6, Cha +3
  • Skills Animal Handling +3, Athletics +8, Intimidation +6, Perception +3
  • Damage Resistances Bludgeoning, Piercing, and Slashing Damage from Non-Haki infused attacks.
  • Condition Immunities Frightened
  • Senses passive Perception 13
  • Languages Common
  • Challenge 6 (2,300 XP)

Amphibious. Arlong can breath in water and on land.

Meanest Man in the East. Arlong doubles his proficiency bonus when making intimidation checks.

Blood Frenzy. Arlong has advantage on attacks against a creature that is not at its maximum hit points. If that creature is also bleeding, Arlong's weapon attacks score a critical hit on a roll of 18-20.

Sea Monster. When Arlong is below 20 HP, his attacks gain an additional 3d6 of their damage type.

Actions

Multiattack. The Arlong makes three attacks with his Bite or Nose, or two attacks with his Uchi Mizu or Shark Saw.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 10 (1d8 + 5) Piercing damage

Nose. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 10 (2d4 + 5) Piercing damage

Uchi Mizu. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit 15 (3d8 + 1) Bludgeoning damage

Shark Saw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit 19 (3d8 + 5) Slashing damage and the target is now bleeding. A creature bleeding from this attack must succeed on a DC 10 Wisdom (Medicine) check to stop the bleeding or take 1d4 damage at the start of its turns until they are successful.

Shark Darts (Must be underwater at the start of this attack). Arlong prepares himself underwater to fire himself like a torpedo. He chooses a point within 90 feet of himself and moves to that point. All creatures between Arlong and that point must succeed on a DC 15 Dexterity Saving Throw or take 28 (5d10) piercing damage as he passes through them. The first creature struck by this attack can make a DC 20 Strength Saving Throw to take all the damage, but stop the attack from passing through.

Epic Actions

Arlong 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. Arlong regains spent epic actions at the start of his turn.

Detect. Arlong makes a Wisdom (Perception) check.

Attack. Arlong makes one attack action.

Mock their weakness. Arlong gains 1d8 temporary hit points.

Arlong's Shark Saw

Weapon (Great Sword), Rare


This powerful two-handed weapon shows the true strength of the fishmen. A creature struck by this weapon will begin bleeding, and take 1d4 damage at the start of each of their turns. A creature bleeding in this way must succeed on a DC 10 Medicine check to stop the bleeding. Only a creature with a strength score of 20 or higher can wield this weapon, due to its incredible weight.



Captain Smoker

Medium Humanoid, Chaotic Good


  • Armor Class 12
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft. fly 25 ft. (hover)

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

  • Saving Throws Dex +5, Wis +3
  • Skills History +6, Insight +3, Intimidation +3, Perception +6
  • Damage Immunities All non-Haki infused damage
  • Condition Immunities Grappled
  • Senses passive Perception 16
  • Languages Common
  • Challenge 6 (2,300 XP)

Intangible Form. After eating the Smoke-Smoke Fruit Smoker gained the ability to turn his body into smoke. Because of this, he cannot be touched without first solidifying himself. He can take damage if he is surprised or unaware of the incoming attack.

Captain of the Marines. As a Captain, Smoker has the authority to command anyone of a lower rank than himself.

Actions

Multiattack. The Smoker makes 2 Jitte Attacks

Jitte. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 12 (2d8 + 3) Bludgeoning damage

White Out. Smoker unleashes smoke in a 15 foot cone. Creatures in this area must succeed on a DC 17 Dexterity Saving throw or become grappled by him (Escape DC 20)

White Blow. Melee Weapon Attack: +6 to hit, range 20 ft., one target. Hit 8 (1d8 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (Escape DC 20).

White Launcher. Smoker moves 30 feet towards a creature he is hostile to and makes one Jitte Attack against it.

Epic Actions

Smoker 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. Smoker regains spent epic actions at the start of his turn.

Jitte. Smoker makes one Jitte attack.

Smoke Screen (Costs 2 Actions). Smoker creates a cloud of smoke around himself in a 20-foot radius sphere. The smoke spreads around corners and its area is heavily obscured. The smoke disperses at the end of Smoker's next turn. Smoker can attack from anywhere within this smoke.

Smoker's Jitte

Weapon (Warhammer), Very Rare


Smoker's Jitte is special in that it is tipped with sea-prism stone, a rare material that works like the ocean's energy. This weapon ignores any immunities and resistances of a devil fruit user.



Mr.3 Candle Champion

Huge Construct, Unaligned


  • Armor Class 20
  • Hit Points 137 (13d12 + 52)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 7 (-2) 19 (+4) 19 (+4) 16 (+3) 13 (+1)

  • Saving Throws Int +6, Wisdom +5
  • Skills Deception +3, History +6, Investigation +6
  • Damage Vulnerabilities Fire
  • Damage Resistances Cold
  • Damage Immunities Bludgeoning, Piercing, and Slashing damage from non-haki imbued attacks.
  • Condition Immunities Grappled
  • Senses passive Perception 13
  • Languages Common
  • Challenge 5 (1,800 XP)

Piloted by Wax. Because of the nature of the golem, only a person with the power of the Wax-Wax fruit can control and pilot the Candle Champion.

Immutable Form. The Candle Champion is immune to any effect that would alter its form.

No Helmet. In order to see where he's going Mr. 3 must keep his head exposed. His head can be attacked rather than the golem with an AC of 25 rather than the golem's AC. Strikes to his head are considered critical hits.

Actions

Multiattack. Candle Champion makes two champion strike attacks.

Champion Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 14 (2d8 + 5) Bludgeoning damage

Champion Rush. The Candle Champion lets loose a flurry of blows in a 15-foot cube originating from itself. Each creature in this cube must succeed on a DC 15 Strength Saving thrwo, taking 18 (4d8) Bludgeoning Damage on a failed save and half as much on a successful one.

Rare Action

While in the Candle Champion Mr. 3 can take a rare action at the end of another creature's turn. He regains this action at the start of his turn.

Wax Master. Mr. 3 uses either his Candle Lock or Candle Wall ability.

Locked Candle

Weapon (Any), Uncommon


This weapon was made from the wax created by the power of the Wax-Wax Fruit. Because of this, it can be held over a flame for one hour and be melted into any martial weapon. Once removed from the flame, the wax will harden after ten minutes and gains the properties of whatever martial weapon was chosen.



"Tin Plate" Wapol

Large Humanoid, Neutral Evil


  • Armor Class 10
  • Hit Points 45 (6d10 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 15 (+2) 8 (-1) 6 (-2) 8 (-1)

  • Senses passive Perception 8
  • Languages Common
  • Challenge 4 (1,100 XP)

Slim Wapol. By consuming himself, Wapol can slim himself down, increasing his Dexterity to 18 until he spends one long rest eating.

Wapol-metal. Wapol can eat anything made of metal and turn it into something better using his devil fruit. Any weapon he eats and regurgitates gains +1 to its attack and damage rolls while any armor gains +1 to its AC.

Actions

Multiattack. Wapol makes three weapon attacks.

Munch-Munch Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 8 (3d4) Piercing damage

Munch-Munch Factory. Wapol adds any weapon, armor, or material he has consumed within the last 24 hours to his body, gaining the statistics of those items as follows:

  • Armor: Wapol's AC increases to the highest AC of all the armor he's consumed. If the armor possesses unique properties, such as magical effects, he gains those as well.
  • Weapons: Wapol can transform his arms into any weapon he's consumed, and can make attack actions as if he were proficient with those weapons.
  • Building Material: Wapol gains 3d10 temporary hit points if he has consumed at least 10 square feet of a wall. He can use this property three times before needing to eat more of a wall.
  • People: While Wapol doesn't digest these people, he can combine their statistics into a new form.

Rare Action

Wapol can take a rare action at the end of another creature's turn. He regains this action at the start of his turn.

Flee. Wapol can take one dash action as long as it doesn't go towards a creature that is hostile to him.

Much-Munch Strike. Wapol makes one weapon attack.

Royal Drum Crown 7-Shot Tin Tyrant Cannon

Weapon (Cannon), Legendary (Wondrous Item)


A weapon so powerful its potential has never been seen. This 400 pound cannon fires 7 different types of ammo in an exact order. Once the 7th shot has been fired, it cannot be fired again until one day is spent reloading it. The cannon itself is fired at a point within 100 feet, effecting the area around it depending on the ammo used. The cannon has a +10 to hit and can be fired as an action.

  • Shot 1, Warning Shot: Deals 1 damage to one creature.
  • Shot 2, Serious Shot: Deals 2d6 bludgeoning damage to one creature.
  • Shot 3, Explosive Shot: Deals 2d6 bludgeoning damage to one creature and 1d6 fire damage to all creatures within 5 feet of the target.
  • Shot 4, Gunk Shot: All creatures within 20 feet of the target must succeed on a DC 18 Dexterity Saving throw or become caught in Gunk. Creatures caught in this gunk are restrained and can attempt a DC 20 Strength saving throw to break free at the end of their turn. If the gunk is struck by fire damage it explodes, dealing 5d6 fire damage to any creature restrained by it.
  • Shot 5, Fire Shot: All creatures within 40 feet of the target must succeed on a DC 21 Dexterity Saving Throw, taking 8d6 fire damage on a failed save or half as much on a successful one.
  • Shot 6, Meteor Shot: Roll a D6, the number rolled determines what ammo this shot contains. On a 6, roll the die twice and use both ammunitions. If either of those dice are a 6, fire a warning shot instead.
  • Shot 7, Tin Tyrant Shot: Shrapnel rains down in a 100 foot line originating from the cannon. Creatures in this line take 60 piercing damage.


Bellamy the Hyena

Medium Humanoid, Neutral Evil


  • Armor Class 14
  • Hit Points 78 (12d8 + 24)
  • Speed 30 feet

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 15 (+2) 11 (+0) 10 (+0) 13 (+1)

  • Saving Throws Dex + 7, Cha +4
  • Skills Acrobatics +7, Intimidation +4,
  • Damage Resistances Bludgeoning from Non-Haki imbued weapons
  • Senses passive Perception 10
  • Languages Common
  • Challenge 6 (1,800 XP)

Spring-Spring Jumping. Thanks to the power of his Devil Fruit, Bellamy can survive falls up to 300 feet before taking damage from the fall. In addition, his standing and long jumps are ten times what they normally would be.

Actions

Multiattack. Bellamy makes two spring loaded punch attacks

Spring Loaded Punch. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 13 (2d8 + 4) Bludgeoning damage

Spring Hopper. Bellamy targets a creature within 300 feet of himself. That creature must pass a DC 17 Perception check. Bellamy then makes a Spring Loaded Punch against them, gaining advantage on the attack if they failed the Perception check. This attack deal an additional 4d8 damage.

Reaction

Spring Recoil. When Bellamy takes bludgeoning damage from a melee attack, he can use his reaction to deal that same amount of damage to his attacker.

Rare Actions

Bellamy can take a rare action, choosing from the options below. Only one rare action can be used at a time and only at the end of another creature's turn. He regains the use of his rare action at the start of his turn.

Springing. Bellamy makes one Spring Loaded Punch attack.

Detect. Bellamy makes one Perception check.

The Hyena. Bellamy jumps to one creature within his jump range and makes a Spring Loaded Punch attack against it.

Fake Wanted Posters

Fake Documents, Uncommon


By spending an hour writing on these World Government Stamped Blank Wanted Posters, you can forge a fake bounty for anyone you want. A creature who makes an Intelligence (Investigation) check must roll higher than your Forgery Kit Roll (which you must roll at the end of forging this poster). On a failed check they believe the poster is real, and will react to it accordingly.



"Kami" Enel

Medium Humanoid, Neutral Evil


  • Armor Class 17
  • Hit Points 111 (17d12)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
13 (+1) 25 (+7) 11 (+0) 12 (+1) 11 (+0) 10 (+0)

  • Saving Throws Dex + 12, Con +5, Wis +5
  • Skills Intimidation +5, Perception +5, Religion +6
  • Damage Vulnerabilities Rubber
  • Damage Immunities Lightning, Fire
  • Condition Immunities Grappled or Restrained by non haki-imbued items or creatures.
  • Senses passive Perception 15
  • Languages Common
  • Challenge 14 (11,500 XP)

Mantra. Enel can use Observation Haki anywhere within 1 mile of himself.

Intangible Form. Due to the nature of his devil fruit, Enel is immune to all damage from non-haki imbued attacks. Furthermore, any creature that touches him or hits him with a melee attack while within 5 feet of him takes 5 (1d10) lightning damage.

Actions

Multiattack. The Enel makes three Shocking Hand attacks.

Shocking Hand. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit 24 (3d10 + 7) lightning damage

El Thor (Recharge 6). Enel chooses one point he is aware of within 1 mile of himself. Creatures within 20 feet of that point must succeed on a DC 18 Dexterity Saving thrwo, taking 72 (16d8) lightning damage on a failed save, but nothing on a successful one.

Lightning Warp. Enel chooses a point he can see and teleports to it.

Reactions

Resent Shock. When an attack fails to deal damage to Enel, he can use his reaction to deal 7 (2d6) lightning damage to the creature that attempted to damage him.

Legendary Actions

Enel can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Enel regains spent legendary actions at the start of his turn.

Detect. Enel makes a Wisdom (Perception) check.

Warp. Enel uses his Lightning Warp ability.

Vari (Costs 3 actions). Enel Discharges electricity to all creatures within 10 feet of himself. Each creature in this area must succeed on a DC 17 Dexterity saving throw. Taking 7(2d6) lightning damage on a failed save and half as much on a successful one. This damage increases by 1d6 for every 10 hit points he is missing.

Enel's Lair

Enel ruled over skypiea through fear, invoking his will upon the people around with his seemingly omnipotent power. Thanks to the combined nature of his haki and devil fruit he was able to do things outside the norm, seeming like a demi-god to the people below.

Lair Actions

On Initiative count 20 (losing initiative ties), Enel takes a lair action to cause one of the following effects:

  • Enel can use his El Thor Ability, or roll a d6 to try and recharge it again.
  • Enel makes a Shocking Hand attack against all creatures within 30 feet of himself as if he were within 5 feet of them.
  • If Enel has 0 HP, he rolls a d20, on a 5 or higher he stands back up with half his HP. Each time he uses this ability the roll must be higher by an additional 5.

The Golden Bell

Golden Object, Very Rare


This bell weighs 500 pounds and when rung can be heard for 10 miles. It can be sold for 100,000 Gold Pieces.



Foxy the Silver Fox

Medium Humanoid, Lawful Evil


  • Armor Class 10
  • Hit Points 36 (8d8)
  • Speed 25 ft.

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

  • Skills Animal Handling +3, Deception +0, Disguise Kit +4, Perception +3, Persuasion +0
  • Senses passive Perception 13
  • Languages Common
  • Challenge 2 (450 XP)

Consumer of the Slow-Slow Fruit. Because of the fruit he ate, Foxy has the power to slow other creatures and objects down. He can fire a beam in a 30 foot long, 5 foot wide line from himself as an action. Creatures in this line must succeed on a DC 10 Dexterity Saving throw or become slowed. Creatures slowed in this way cannot move or take an action for 30 seoonds (5 rounds of combat). In addition, they take no damage and can't be healed while slowed and instead take this damage and healing at the end of the 30 seconds. Objects slowed by this fruit lose all momentum but keep their weight and size, allowing them to we ridden or latched onto.

Actions

Spike Glove. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 4 (1d4 + 1) Piercing damage

9 Tail Rush (Recharge 6). Foxy makes 9 Spike Glove Attacks.

Rare Actions

Foxy can take 1 Rare action, choosing from the options below, at the end of another creature's turn. He regains this action at the start of his turn.

9 Tail Revival. Foxy rolls to see if his 9 Tail Rush attack recharges, if it is currently unavailable.

Noro-Noro Mirrors. Foxy adds a mirror to the battle field. These mirrors have an AC of 15 and have 10 HP. The DC of Foxy's Slow-Slow Beam increases by 2 for each mirror within 30 feet of him.

The Flag of the Foxy Pirates

Pirate Flag, Common (Wonderous)


Defeating Foxy will grant you the rights to his flag, which you are free to do with as you please.



Blueno

Medium Humanoid, Lawful Evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 90 (12d8 + 36)
  • Speed 30 ft.

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

  • Saving Throws Con +7, Int +7
  • Skills Athletics +8, Deception +8, History +7, Investigation +7, Perception +7, Performance +8, Stealth +7
  • Senses passive Perception 17
  • Languages Common
  • Challenge 8 (3,900 XP)

Master of the 6 Powers. Blueno can use all 6 abilities of the 6 powers feats. The save DC for his abilities is 18 and his bonus is +8

User of the Door-Door Fruit. Blueno has the power to create doors on anything, including creatures. Because of this, he can use his action to create a door, causing the following effects depending on what he made the door on.

  • Wall: Regardless of the material, Blueno can create a 5 foot wide, 10 foot tall hole in any wall 10 feet thick or thinner.

  • Person: Blueno targets any part of a humanoid and forces it to become a revolving door, causing the creature to have disadvantage on all ability checks, saving throws, and attack rolls until they spend one action to close the door.

  • Container: The container gains a door that can be opened by anyone, allowing access to the container's contents regardless of any locks or traps it might have had.

Actions

Multiattack. Blueno makes three melee attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 13 (2d8 + 4) bludgeoning damage

Rare Actions

Blueno can take 1 Rare action, choosing from the options below, at the end of another creature's turn. He regains this action at the start of his turn.

Air Door. Blueno uses his devil fruit to create a door in the air, allowing him to jump into a pocket dimension. He cannot effect or by effected by anything in the real world while in this dimension. He can leave this area as an action.

Detect. Blueno makes a Wisdom (Perception) check.

Shave. Blueno uses the 6 powers "Shave" technique.

Studying your opponent: Shave, Iron Body, or Paper Art

Feats


Defeating Blueno will let one player gain one of the above mentioned 6 powers as a feat.



Rob Lucci

Medium Humanoid, Lawful Evil


  • Armor Class 20 (Natural Armor)
  • Hit Points 102 (12d8 + 48)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 18 (+4) 18 (+4) 16 (+3) 16 (+3)

  • Saving Throws Str +9, Con +8, Int +8
  • Skills Acrobatics +8, Athletics +9, Deception +7, Insight +7, Intimidation +7, Perception +7, Performance +7
  • Senses passive Perception 17
  • Languages Common
  • Challenge 10 (5,900 XP)

Ventriloquist. Rob Lucci can project his voice without moving his lips.

6 Power Master. Rob Lucci has knowledge and can use all 6 powers. The DC for his abilities is 18 and his bonus is +8

User of the Cat-Cat Fruit: Leopard Model. Lucci can use his action to polymorph into a large leopard-hybrid or into a medium leopard. His statistics remain the same in each form. He can use all 6 powers in his human and hybrid forms and can't use finger pistol in his leopard form. Unlike other users of the 6 powers, Rob Lucci's Finger pistol has a range of 30/120 feet.

Keen Smell (Hybrid and Leopard Form). Lucci has advantage on Wisdom (Perception) checks that rely on smell.

Dark-vision. Lucci has 60 feet of darkvision when in his hybrid or leopard forms.

Actions

Multiattack. The Lucci makes three melee attacks, but only one can be his bite attack.

Bite (Hybrid and Leopard Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 16 (2d10 + 5) piercing damage.

Claw (Hybrid and Leopard Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 14 (2d8 + 5) slashing damage.

Six King Pistol (Recharge 6). Rob Lucci selects one creature within 5 feet of himself. That creature must succeed on a DC 18 Constitution saving throw, taking 81 (16d6 + 25) force damage on a failed save and half as much on a successful one. This damage is doubled if the creature is grappled by Rob Lucci.

Epic Actions

Rob Lucci 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. He regains spent epic actions at the start of his turn.

Detect. Lucci makes a Wisdom (Perception) check.

6 Powers. Lucci uses one of the 6 powers that requires an action.

Grapple. Lucci makes a grapple action against one creature within 5 feet of himself.

Studying your opponent: Tempest Kick, Moon Walk, or Finger Pistol

Feats


Defeating Rob Lucci will let one player gain one of the above mentioned 6 powers as a feat.

Oars and Moria Together

When combined, Moria and Oars creates a terror or brains and brawn, gaining the following effects:

  • Oars Crush and Mega Stamp attacks gains 100 feet of range.
  • Oars can use his or Moria's action to become a sphere and move 100 feet. Any creature they pass through must succeed on a DC 16 Dexterity saving throw, taking 44 (8d10) bludgeoning damage on a faild save or half as much on a successful one.
  • All attacks against Moria have disadvantage unless Oars has 0 hit points.
  • Oars gains Moria's Brick Bat Reaction.
  • Moria can move his Doppleman to any space next to Oars as an action.
  • Moria becomes immune to the grapple condition.
  • Moria can use his reaction to increase Oar's AC by 3 when Oars is struck by an attack.

Moria's Scissor Swords

Weapon (Longswords) Uncommon


When a creature is damaged by this +1 weapon, they must succeed on a DC 17 Constitution Saving throw or expose their shadow. Shadows always have an AC of 21. If these weapons are combined into one pair of scissors as an action, they can then be used to attack shadows. If a shadow is struck, it becomes detached from its owner and the creature becomes unconscious. Another creature can use its action to wake up the unconscious creature.



St. Chalos

Medium Humanoid, Neutral Evil


  • Armor Class 9
  • Hit Points 1 (1d4-1)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
8 (-1) 8 (-1) 8 (-1) 8 (-1) 8 (-1) 8 (-1)

  • Damage Vulnerabilities All damage types
  • Senses passive Perception 9
  • Languages Common
  • Challenge 0 (0 XP)

Wrath of the Navy. Causing any amount of damage to a celestial dragon will bring the entire navy upon you. Every day after dealing even 1 damage to a celestial dragon, 1d6 navy soldiers of varying ranks will appear to attack you (Ranks determined by your DM). If you haven't been captured or killed within 3 days, the die will increase to 2d6 (then 3d6, and so on) until you either leave the island you damaged them on or you manage to convince the navy you have either disappeared or died.

Actions

Multiattack. Chalos makes three whine attacks

Whine. Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit 1 bludgeoning damage

Pistol. Ranged Weapon Attack: -1 to hit, range 30/60 ft., one target. Hit: 1 (1d4 - 1) piercing damage

Summon Slaves. Chalos can call upon his slaves to assist him. He summons 1d6 commoners to any spaces within 60 feet of himself.

Fresh Air Bubble

Armor (Helmet) Very Rare


Wearing this bubble will grant you clean, untainted air no matter where you are. If the bubble takes even 1 damage, it will pop and cease to exist.



"Tyrant" Bartholomew Kuma

Large Humanoid, Chaotic Good


  • Armor Class 24 (Natural Armor)
  • Hit Points 336 (32d10 + 160)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 20 (+5) 19 (+4) 17 (+3) 10 (+0)

  • Saving Throws Str +17, Con + 13, Wis + 11
  • Skills History +12, Insight +11, Perception +11, Persuasion +8, Sleight of Hand +8
  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non Haki-imbued attacks
  • Damage Immunities Fire, Lightning, Force
  • Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Exhaustion
  • Senses passive Perception 21
  • Languages Common
  • Challenge 25 (75,000)

PX-0. Kuma is a pacifista, a cyborg of immeasurable power. Kuma remembers anything he has seen or heard within the previous 30 days and has advantage on insight checks to see through disguises, so long as the person underneath is known to the navy.

Actions

Multiattack. Kuma makes three attacks, only one of which can be his laser.

Paw Slam. Melee Weapon Attack: +17 to hit, reach 5 ft, one target. Hit 16 (2d6 + 9) bludgeoning damage.

Pad Cannon. Ranged Weapon Attack: +8 to hit, range 30/120 feet. Hit 14 (4d6) force damage.

Repel Pain (Recharge 3-6). Kuma uses his devil fruit to remove pain from one creature he touches, that creature regains 8d8 hit points.

Laser Beam (Recharge 6). Kuma fires a laser at a point within 100 feet within himself creatures within 20 feet of this point must succeed on a DC 21 Dexterity saving throw, taking 98 (28d6) fire damage on a failed save, or half as much on a successful one.

Ursa Shock (Recharge 6). Kuma spends 5 rounds of combat channeling this ability. After this channeling he releases a shock wave centering on a point within 50 feet of himself. Creatures within 80 feet of this point must succeed on a DC 24 Constitution Saving Throw, taking 126 (36d6) force damage on a failed save, or half as much on a successful one. Creatures cannot die from this attack and will only be left unconscious.

Where would you go? Kuma targets a creature within 5 feet of himself and rolls a d20. On a 20 Kuma sends the creature as far away as he wants, practically erasing it from existence. Creatures sent away by this ability take no damage and always land safely.

Legendary Actions

Kuma 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. He regains spent legendary actions at the start of his turn.

Detect. Kuma makes one Wisdom (Perception) check with advantage.

Attack. Kuma makes one Paw Slam or Pad Cannon attack.

Ursa Shock Increase. (Costs 3 Actions) Kuma decreases the number of rounds he needs for his Ursa Shock by 1.

Kuma's Laser

Weapon (Laser) Legendary


This weapon can be used to make a ranged weapon attack with a range of 30/100 feet. Creatures struck by this attack take 10d6 fire damage and have disadvantage on all ability checks and attack rolls until the end of their next turn. The laser can be fired twice before needing one hour to cool down.



Boa Sandersonia

Large Humanoid, Neutral


  • Armor Class 14 in humanoid form, 18 (Natural Armor) in snake and hybrid form
  • Hit Points 162 (17d10 + 68)
  • Speed 30 ft. (30 ft., Climb 20 ft. in Snake and Hybrid form)

STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 18 (+4) 16 (+3) 15 (+2) 17 (+3)

  • Saving Throws Dex +8, Cha +7
  • Skills Acrobatics +8, History +7, Intimidation +7, Perception +7
  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non haki-imbued attacks
  • Damage Immunities Poison
  • Senses passive Perception 17
  • Languages Common
  • Challenge 10 (5,900 XP)

The Power of the Snake-Snake Fruit. Sandersonia can use her action to polymorph into a Huge Snake-Human hybrid or into a Large Snake, or back into her true form, which is humanoid. Her statistics, other than her size and AC, are the same in each form. Any equipment she is wearing or carrying isn't transformed, but will grow to match her new size. She reverts to her true form if she dies.

Medusa Hair: Eight-Headed Serpent. Sandersonia can use her action to manipulate her hair into the form of 8 separate serpents. For each snake hair she has, she can make additional grapple actions on her turn, if she chooses to. Each serpent has an AC of 15 and 25 Hit Points. She cannot use this action again until the last serpent is destroyed. All serpents turn back into normal hair if she loses consciousness.

Haki. Sandersonia possesses the ability to use Armament and Observation Haki.

Actions

Multiattack. Sandersonia makes one snake hair bite attack for each snake hair she has left.

Snake Hair Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 9 (1d8 + 4) piercing damage

Heavy Slam. Sandersonia moves one creature she is grappling to a space within 10 feet of herself, slamming them into the ground. The creature must make a DC 18 Constitutions saving throw, taking 27 (6d8) bludgeoning damage on a failed save, or half as much on a successful one. If the space is occupied, any creature in that space must also make the same saving throw, taking the same amount of damage.

Reactions

Snake Dance. When an attack successfully hits her, Sandersonia can use her reaction to begin her snake dance, increasing her AC by 3 until the start of her next turn.

Epic Actions

Sandersonia can take 2 Epic Actions, choosing from the options below. Only one epic action can be used at a time and only at the end of another creature's turn. She regains spent epic actions at the start of her turn.

Detect. Sandersonia makes one Wisdom (Perception) check.

Snake Bite. If she has at least one Snake Hair left, she can make one Snake Bite Attack.

Kuja Snake

Beast (Snake) Rare


Defeating Sandersonia will grant you a pet snake, the same kind of snake used by the Kuja Pirates. (Explained in the One Piece Monster Manual)



Boa Marigold

Large Humanoid, Neutral


  • Armor Class 12 in humanoid form, 18 (Natural Armor) in snake and hybrid form
  • Hit Points 162 (17d10 + 68)
  • Speed 30 ft. (30 ft., Climb 20 ft. in Snake and Hybrid form)

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 16 (+3) 15 (+2) 17 (+3)

  • Saving Throws Dex +6, Cha +7
  • Skills Athletics +9, History +7, Intimidation +7, Perception +7
  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non haki-imbued attacks
  • Damage Immunities Poison, Fire
  • Senses passive Perception 17
  • Languages Common
  • Challenge 10 (5,900 XP)

The Power of the Snake-Snake Fruit. Marigold can use her action to polymorph into a Huge Snake-Human hybrid or into a Large Snake, or back into her true form, which is humanoid. Her statistics, other than her size and AC, are the same in each form. Any equipment she is wearing or carrying isn't transformed, but will grow to match her new size. She reverts to her true form if she dies.

Medusa Hair: Salamander. Marigold can use her action to manipulate her hair into the form of 2 separate serpents. For each snake hair she has, she can make additional grapple actions on her turn, if she chooses to. Each serpent has an AC of 15 and 25 Hit Points and are immune to fire damage. She cannot use this action again until the last serpent is destroyed. All serpents turn back into normal hair if she loses consciousness.

Haki. Marigold possesses the ability to use Armament and Observation Haki.

Heavy Stick. If Marigold successfully hits a creature with an attack of opportunity, she adds 14 (4d6) bludgeoning damage to the attack's normal damage.

Actions

Multiattack. Marigold makes one snake hair bite attack for each snake hair she has left.

Snake Hair Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit 10 (1d8 + 5) piercing and 14 (3d8) fire damage

Pole Arm. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit 15 (2d8 + 5) piercing damage

Modoku. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit 12 (2d8 + 5) bludgeoning damage and the target must succeed on a DC 15 constitution saving throw, taking 18 (5d6) poison damage on a failed save. If this attack misses, it lands on the ground within 5 feet of the target. Creatures that start their turn within 10 feet of the poison must succeed on a DC 14 Constitution saving throw or become poisoned.

Epic Actions

Marigold can take 2 Epic Actions, choosing from the options below. Only one epic action can be used at a time and only at the end of another creature's turn. She regains spent epic actions at the start of her turn.

Detect. Marigold makes one Wisdom (Perception) check.

Snake Bite. If she has at least one Snake Hair left, she can make one Snake Bite Attack.

Antivenom

Consumable (Potion) Rare


Made from Marigold's own venom, this potion will grant the user immunity to the poison condition and resistance to poison damage for one hour.



Warden Magellan

Large Humaniod, Lawful Neutral


  • Armor Class 18 (Prison Guard Armor)
  • Hit Points 189 (18d10 + 90)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 21 (+5) 17 (+3) 18 (+4) 17 (+3)

  • Saving Throws Con +9, Wis +8, Cha +7
  • Skills History +8, Insight +8, Intimidation +7, Persuasion +7
  • Damage Immunities Poison
  • Condition Immunities Poisoned, Grappled
  • Senses passive Perception 14
  • Languages Common
  • Challenge 11 (7,200 XP)

Master of Hell. As the warden of Impel Down, Magellan has command over all who live and work there. While within the walls of the prison, he has advantage on all attack rolls and saving throws against creatures he can see.

The power of the Venom-Venom fruit. As a man who ate the Venom-Venom fruit, Magellan ignores any creature's resistance or immunity to poison damage.

Actions

Multiattack. The Magellan makes one venom hydra attack for each hydra head he has.

Venom Hydra. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit 7 (1d6 + 3) bludgeoning damage and the target must succeed on a DC 17 Constitution Saving Throw, taking 22 (4d6 + 8) poison damage on a failed save and half as much on a successful one.

Chloro Ball. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit 4 (1d6) bludgeoning damage and the target must succeed on a DC 17 Constitution Saving Throw, taking 22 (4d6 + 8) poison damage on a failed save and half as much on a successful one.

Venom Road. Magellan makes a road a venom and slides through it to a point he can see within 40 feet of himself. He can make one venom hydra attack against each creature he passes within 5 feet of this road.

Venom Demon (Recharge 6). Magellan unleashes the potential of his devil fruit, transforming his hydras into one single demon. He then makes one venom hydra attack against a target within 30 feet of himself. If the attack hits, the target's hit points drop to 0 and has disadvantage on their saving throws.

Epic Actions

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

Detect. Magellan makes one Wisdom (Perception) check.

Summon Hydra. Magellan summons a venom hydra attached to himself. Each time he uses this ability adds another head to the hydra. The heads themselves have an AC of 15, Hit Points of 25, and are immune to piercing and slashing damage.

Venom Demon Respawn (Costs 2 Actions). Magellan may roll again to recharge his Venom Demon, if it isn't already recharged.

Sea-Prism Stone Hand Cuffs

Hand Cuffs (Very Rare)


These Hand Cuffs are made of unbreakable Sea-Prism. Because of their properties, they leave anyone with a devil fruit touching them in a poisoned condition. When a creature is poisoned in this way, they cannot activate any devil fruit powers, if they have any.



"Kizaru" Borsalino

Large Humanoid, Chaotic Good


  • Armor Class 19
  • Hit Points 221 (26d10 + 78)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 29 (+9) 17 (+3) 18 (+4) 18 (+4) 12 (+1)

  • Saving Throws Dex +16, Con +10, Cha +8
  • Skills Acrobatics +16, Insight +11, Perception +11
  • Damage Immunities Bludgeoning, Piercing, and Slashing Damage from Non Haki-Imbued attacks
  • Condition Immunities Blinded, Grappled, Paralyzed, Stunned
  • Senses passive Perception 21
  • Languages Common
  • Challenge 23 (32,500 XP)

Intangible Form. Because of the power of the Glint-Glint Fruit, Kizaru is immune to all attacks from non Haki-Imbued attacks that he can see. In addition, when he takes damage, all creatures within 5 feet of him must succeed on a DC 20 Dexterity saving throw or become blinded for one round.

Legndary Resistance (4/Day). If Kizaru fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Kizaru can use his Shining Form. He then makes three shining sword or heavenly light attacks.

Shining Sword. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit 16 (2d6 + 9) slashing damage and 7 (2d6) fire damage.

Heavenly light. Ranged Weapon Attack: +16 to hit, range 120/300 ft., one target. Hit 13 (1d6 +9) piercing damage and 9 (2d8) fire damage

Shining Form. Each creature of Kizaru's choice that is within 120 feet of him and can see him must succeed on a DC 20 Dexterity saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect end for it, the creature is immune to Kizaru's Shining Form for the next 24 hours.

Sacred Jewel (Recharge 5-6). Kizaru launches beams of light in a 120-foot cone. Each creature in that area must succeed on a DC 23 Dexterity saving throw, taking 85 (13d12) fire damage on a failed save, or half as much on a successful one.

Reaction

Sacred Yata Mirror. Kizaru targets one creature that is moving within 100 feet of himself and jumps to a point within 5 feet of them. He can then make a Shining Sword attack against that creature.

Legendary Actions

Kizaru can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn.

Detect. He can make one Wisdom (Perception) check.

Strike. He can make one weapon attack.

Admiral Status (Costs 2 Actions). Kizaru can give an order, allowing up to four creatures who do not have Legendary Actions to make an action.

Silver Transponder Snail

Transponder Snail (Legendary)


Pressing the button on the back of this snail will send a signal to the Golden Transponder Snail at Navy HQ. After that, a set of Battle Ships will arrive at whatever island you were on when you pressed the button and begin attacking. All creatures on this island will take 1d6 fire damage and 1d6 bludgeoning damgage per round, increasing by 1d6 each round until all creatures on the island are dead.



"Aokiji" Kuzan

Large Humanoid, Chaotic Good


  • Armor Class 18 (Natural Armor)
  • Hit Points 169 (26d10 + 26)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 23 (+6) 13 (+1) 20 (+5) 20 (+5) 16 (+3)

  • Saving Throws Con +10, Wis +11, Cha +8
  • Skills Acrobatics +13, Insight +12, Perception +12
  • Damage Immunities Bludgeoning, Piercing, and Slashing Damage from Non Haki-Imbued attacks
  • Condition Immunities Blinded, Grappled, Paralyzed, Stunned
  • Senses passive Perception 22
  • Languages Common
  • Challenge 23 (32,500 XP)

Intangible Form. Because of the power of the Chilly-Chilly Fruit, Aokiji is immune to all attacks from non Haki-Imbued attacks that he can see. In addition, when he takes damage, all creatures within 5 feet of him must succeed on a DC 20 Dexterity saving throw, taking 14 (4d6) cold damage on a failed save and half as much on a successful one.

Legndary Resistance (4/Day). If Aokiji fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Aokiji can use his Ice Aura. He then makes three Ice Saber attacks.

Ice Saber. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit 11 (2d6 + 4) slashing damage and 11 (3d6) cold damage.

Ice Block: Pheasant Beak (Recharge 5-6). Aokiji sends a giant ice pheasant in a 15-foot wide, 120-foot long line. Each creature in that area must succeed on a DC 23 Constitution saving throw, taking 105 (19d10) cold damage on a failed save, or half as much on a successful one.

Ice Aura. Each creature of Aokiji's choice that is within 120 feet of him and can see him must succeed on a DC 20 Dexterity saving throw or become chilled for 1 minute. A creature chilled in this way can only make one action or bonus action during their turn and cannot make reactions, they also can only make one attack action, even if they have extra attack. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect end for it, the creature is immune to Aokiji's Ice Aura for the next 24 hours.

Ice Age (Recharge 8). Aokiji freezes the world around himself in a 100-foot radius sphere centered on himself. Creatures in that area must succeed on a DC 22 Constitution saving throw. Creatures that fail this save become petrified, frozen in place by his ice. Creatures frozen in this way will die after 24 hours unless another creature spends 1 hour thawing them out properly. Aokiji can end this frozen condition as an action.

Reaction

Ice Block. When Aokiji is struck by an attack from a creature he is aware of, he can use his reaction to grant himself 50 temporary hit points. While he has these hit points, creatures that hit him with a melee attack take 14 (4d6) cold damage. He cannot use this ability again until he is out of temporary hit points.

Legendary Actions

Aokiji can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn.

Detect. He can make one Wisdom (Perception) check.

Strike. He can make one weapon attack.

Admiral Status (Costs 2 Actions). Aokiji can give an order, allowing up to four creatures who do not have Legendary Actions to make an action.

Silver Transponder Snail

Transponder Snail (Legendary)


Pressing the button on the back of this snail will send a signal to the Golden Transponder Snail at Navy HQ. After that, a set of Battle Ships will arrive at whatever island you were on when you pressed the button and begin attacking. All creatures on this island will take 1d6 fire damage and 1d6 bludgeoning damgage per round, increasing by 1d6 each round until all creatures on the island are dead.



"Akainu" Sakazuki

Large Humanoid, Chaotic Good


  • Armor Class 20 (Natural Armor)
  • Hit Points 299 (26d10 + 156)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
29 (+9) 23 (+6) 22 (+6) 20 (+5) 20 (+5) 16 (+3)

  • Saving Throws Con +13, Wis +11, Cha +8
  • Skills Athletics +16, Insight +12, Perception +12
  • Damage Immunities Bludgeoning, Piercing, and Slashing Damage from Non Haki-Imbued attacks
  • Condition Immunities Blinded, Grappled, Paralyzed, Stunned
  • Senses passive Perception 22
  • Languages Common
  • Challenge 25 (75,000 XP)

Intangible Form. Because of the power of the Magma-Magma Fruit, Akainu is immune to all attacks from non Haki-Imbued attacks that he can see. In addition, when he takes damage, all creatures within 5 feet of him must succeed on a DC 20 Dexterity saving throw, taking 14 (4d6) fire damage and 7 (2d6) bludgeoning on a failed save and half as much on a successful one.

Legndary Resistance (4/Day). If Akainu fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Akainu makes four Meteor Volcano attacks.

Meteor Volcano. Melee/Ranged Weapon Attack: +16 to hit, reach 15 ft., range 20/80 ft., one target. Hit 16 (2d6 + 9) bludgeoning damage and 11 (3d6) fire damage.

Inugami Guren (Recharge 5-6). Akainu sends a burning magma dog in a 15-foot wide, 120-foot long line. Each creature in that area must succeed on a DC 24 Dexterity saving throw, taking 105 (19d10) cold damage on a failed save, or half as much on a successful one.

Great Eruption. Ranged Weapon Attack: +16 to hit, range 30/60 ft., three targets. Hit 37 (8d6 + 9) fire damage.

Burning Wave (Recharge 6-8). Akainu sends a wave of heat out in a 30 foot radius centered on himself, all creatures in this wave must succeed on a DC 18 Constitution saving throw or gain one level of exhaustion. Creatures vulnerable to fire damage gain two levels on a failed save and one on a successful one.

Legendary Actions

Akainu can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn.

Detect. He can make one Wisdom (Perception) check.

Strike. He can make one weapon attack.

Admiral Status (Costs 2 Actions). Akainu can give an order, allowing up to four creatures who do not have Legendary Actions to make an action.

Silver Transponder Snail

Transponder Snail (Legendary)


Pressing the button on the back of this snail will send a signal to the Golden Transponder Snail at Navy HQ. After that, a set of Battle Ships will arrive at whatever island you were on when you pressed the button and begin attacking. All creatures on this island will take 1d6 fire damage and 1d6 bludgeoning damgage per round, increasing by 1d6 each round until all creatures on the island are dead.



Hody Jones

Large Humanoid (Fishman), Lawful Evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 145 (17d10 + 51)
  • Speed 30 ft., Swim 70 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 16 (+3) 13 (+1) 10 (+0) 10 (+0)

  • Saving Throws Str +8, Con +6, Cha +3
  • Skills Animal Handling +3, Athletics +8, Intimidation +6, Perception +3
  • Damage Resistances Bludgeoning, Piercing, and Slashing Damage from Non-Haki infused attacks.
  • Condition Immunities Frightened
  • Senses passive Perception 13
  • Languages Common
  • Challenge 10 (5,900 XP)

Amphibious. Hody can breath in water and on land.

Hatred Incarnate. Hody's Attacks deal an additional 2d8 damage to humans.

Blood Frenzy. Hody has advantage on attacks against a creature that is not at its maximum hit points, as well as perception checks to find them.

Energy Steroids. Hody has the sacred treasure of the royal family, a steroid that increases your power temporarily. He always carries 10 of these on his person, but can stock up on more if he takes a short rest.

Actions

Multiattack. Hody makes four attacks with his Bite or Uchi Mizu.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 10 (1d8 + 5) Piercing damage

Uchi Mizu. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit 15 (3d8 + 1) Bludgeoning damage

Sea Drum. Hody strikes a creature within 5 feet of himself. That creature must succeed on a DC 18 Constitution Saving throw, taking 51 (8d8 + 15) bludgeoning damage on a failed save, or half as much on a successful one.

Epic Actions

Hody 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. Hody regains spent epic actions at the start of his turn.

Detect. Hody makes a Wisdom (Perception) check.

Attack. Hody makes one attack action.

Take a Steroid (Costs 2 Actions and 1 Steroid). Hody heals 15 hit points and gains an additional 15 temporary hit points. In addition, he adds 20 to his next attack damage roll.

Energy Steroids

Consumable (Drug), Legendary (Wondrous)


These steroids, which come in packs of 10, are powerful drugs that grant temporary power at a terrible cost. When you consume one, you heal for 15 hit points and gain 15 temporary hit points. In addition, you may add 20 to your next attack damage roll. If you go longer than 24 hours without consuming a single steroid, the side effect kicks in, and you age 1 year for each steroid you have ever used.



Caesar Clown

Medium Humanoid, Chaotic Evil


  • Armor Class 17
  • Hit Points 156 (24d8 + 48)
  • Speed 30 ft., fly 45 ft.

STR DEX CON INT WIS CHA
10 (+0) 25 (+7) 15 (+2) 21 (+5) 16 (+3) 17 (+3)

  • Saving Throws Con +10, Int +13
  • Skills Deception +11, History +13, Investigation +13, Medicine +11, Perception +11
  • Damage Immunities fire, poison, bludgeoning, piercing, and slashing damage from non haki-infused attacks.
  • Condition Immunities grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
  • Senses passive Perception 21
  • Languages Common
  • Challenge 13 (10.000 SP)

Intangible Form. Because of the power of the Gas-Gas Fruit, Caesar Clown is immune to all attacks from non Haki-Imbued attacks that he can see.

Actions

Multiattack. The Caeser makes three Blue Sword attacks or two Gastanet attacks

Blue Sword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit 21 (3d8 + 7) fire damage

Gastanet. Caesar targets one 15 foot cube in front of himself and explodes his gastanet. Creatures in this area must succeed on a DC 18 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a successful one. Creatures that fail this saving throw become blinded and defend for one round.

Shinokuni. Caesar emits a gas from himself in a 10 foot radius and continues to emit it as if concentrating on a spell. Creatures who enter or start their turn in this gas must succeed on a DC 24 Constitution saving throw or become petrified. Creatures petrified in this way will die after 24 hours but can be freed by another creature as an action. Caesar can use his action to increase the radius of this gas by 10 feet.

Reactions

Karakuni. When a creature moves within 10 feet of Caesar, he can use his reaction to remove all the air around him within a 10 foot radius centered on himself. Creatures unaware of this ability begin suffocating until they leave this area. Creatures aware of this ability must succeed on a DC 12 Constitution saving throw to hold their breath before the air disappears. The air returns as the start of Caesar's next turn.

Legendary Actions.

Caesar can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn.

Detect. Caesar makes a Wisdom (Perception) check.

Shinokuni (Costs 2 Actions). Caesar increases the radius of his Shinokuni ability by 10 feet.

Ignite (Costs 3 Actions). Caesar explodes the air around himself in a 30 foot radius. Creatures in this explosion must succeed on a DC 23 Dexterity Saving throw taking 35 (10d6) fire damage on a failed save, or half as much on a successful one. If Caesar's Shinokuni is active, it also explodes in its entirety. Creatures caught in this explosion must succeed on an additional DC 22 Constitution saving throw taking 110 (20d10) poison damage on a failed save, or half as much on a successful one. Caesar can only use this ability once per long rest.

Gastanet

Melee Weapon (Unique), Rare (Wondrous)


These weapons can be filled with a gas to create an explosion in a 15 foot radius centered on itself. Creatures caught in this explosion must succeed on a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one. After they have been used, it take one minute to refill them.



Donquixote Doflamingo

Large Humanoid, Neutral Evil


  • Armor Class 19 (Natural Armor)
  • Hit Points 196 (23d10 + 69)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
26 (+8) 26 (+8) 16 (+3) 18 (+4) 13 (+2) 19 (+4)

  • Saving Throws Dex +10, Wis +12
  • Skills Acrobatics +18, Deception +14, Intimidation +14, Perception +12, Performance +14, Sleight of Hand +18
  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non haki-imbued weapons
  • Condition Immunities Blinded, Charmed, Frightened, Prone
  • Senses passive Perception 22
  • Languages Common
  • Challenge 17 (18,000 XP)

The power of the String-String Fruit. With the power of his devil fruit, Doflamingo can produce strings from his body in various ways:

  • He can place strings in a 5-foot cube, allowing them to be used later.
  • He can create a duplicate of himself, a process that takes one hour. This duplicate is able to use all of his abilities and has all of his stats, other than its hit points, which is 70.
  • He can create a cage around himself for up to 1 mile. Creature that touch this cage take 1d6 slashing damage. Doflamingo can use his action to bring the cage 30 feet closer to himself. Creatures who the strings pass through take 20d6 slashing damage. If at least 10 combined creatures spend their actions pushing against the strings and make a combined athletics check of 30, Doflamingo cannot move the strings any further than 10 feet per turn.
  • As an action, he can use his strings to heal himself for 3d10 hit points.
  • Doflamingo can use his strings to gain a fly speed equal to his movement speed, as long as he is within 30 feet of any of his strings.

Actions

Multiattack. The Doflamingo makes three string slash or pistol attacks

String Slash. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit 13 (1d8 + 8) slashing damage

Pistol. Ranged Weapon Attack: +18 to hit, range 30/60 ft., one target. Hit 13 (1d8 +8) slashing damage

Parasite. Doflamingo targets one creature within 10 feet of any of his strings and attaches his strings to them. That creature must make a DC 20 Strength saving throw or become Doflamingo's puppet. A creature puppeted this way does not choose its actions on its turn, instead it takes one action on Doflamingo's initiative, which Doflamingo chooses. Doflamingo cannot make the creature say anything, only controlling their physical actions. A creature can repeat this saving throw at the end of their turn, ending the effect on a success. Alternately, another creature can use their action to cut the strings controlling them. Doflamingo can only control up to three creature at a time.

Legendary Actions

Doflamingo can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn.

Detect. Doflamingo makes a Wisdom (Perception) check.

Bird Cage Pressure (Costs 2 Actions). Doflamingo moves his bird cage closer to himself by 10 feet.

Awakened Strings. Doflamingo can make a String Slash attack from anywhere he has laid strings down.

Smile Fruit

Consumable (Unique), Rare (Wondrous)


When eating this devil fruit, roll a d10. On a 10 you gain the action of one beast from the monster manual as a permanent ability you can use, chosen by your DM. On a 1-9, you lose the ability to express any emotion save for laughter, despite whatever emotion you are currently feeling.



Charlotte Katakuri

Large Humanoid, Lawful Neutral


  • Armor Class 23 (Natural Armor)
  • Hit Points 171 (18d10 + 72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 18 (+4) 17 (+3) 17 (+3) 19 (+4)

  • Saving Throws Str +12, Con +11, Wis +10, Cha +11
  • Skills Acrobatics +7, Athletics +12, Insight +10, Perception +20, Survival +10
  • Damage Resistances Cold, Fire, Piercing and Slashing damage from non haki-imbued attacks
  • Damage Immunities Bludgeoning damage from non haki-imbued attacks
  • Condition Immunities Blinded, Deafened, Frightened, Grappled, Prone, Restrained
  • Senses passive Perception 30
  • Languages Common
  • Challenge 21 (33,000 XP)

Haki. Katakuri is capable of using all three types of Haki. The DC for his Conqueror's Haki is 20

The Man who can see the future. Because of his advanced Observation Haki, Katakuri has advantage on all of his attack rolls against creatures that do not also have Advanced Observation Haki. Furthermore, creatures without Advanced Observation Haki have disadvantage on attacks against him.

Actions

Multiattack. Katakuri makes three Mogura or attacks

Mogura. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit 16 (3d6 + 5) Piercing damage.

Mochi Strike. *Melee Weapon Attack: +12 to his, reach 5 ft., one target. Hit 12 (2d6 + 5) Bludgeoning damage.

Peerless Donuts. Katakuri creates mochi in one five-foot spot he can see, he then makes one Mochi Strike attack from each space he has created mochi. Each mound of mochi has 10 HP and an AC of 10.

Grilled Mochi (Recharge 6). Katakuri makes a Mochi Strike attack from up to two of his mochi piles. These attacks, if they hit, deal an additional 35 (10d6) fire damage.

Sliced Mochi (Recharge 6). Katakuri moves 60 feet towards one creature he is aware of, all creatures between him and his target must succeed on a DC 22 Dexterity Saving throw, taking 54 (12d8) slashing damage on a failed save, or half as much on a successful one. He then makes three Mogura attacks against the creature he moved towards.

Legendary Actions

Katakuri can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn.

Detect. Katakuri makes two Wisdom (Perception) checks.

Mochi Ball (Costs 2 Actions). Katakuri creates a pile of mochi in a 5-foot spot he can see creatures who start their turn in the same space as this mochi must succeed on a DC 18 Athletics check to break free of the sticky Mochi. Katakuri is also able to make a Mochi Strike attack from this pile of mochi.

Awakened Mochi. Katakuri turns one object that isn't being worn or carried into a pile of mochi.

Katakuri's Snacks

Consumable (Unique), Rare


Katakuri's Sweets (Mainly consisting of donuts) can be eaten as an action to regain 10d4 + 10 hit points. This bag contains 20 uses of these snacks, but anyone with chef's tools can attempt to make more by succeeding on a DC 19 check using their chef's tools.

 

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