
Zoan
Zoan is one of the three Devil Fruit types. This type of Devil Fruit allows a user to transform into an animal species at will, or an inter-species hybrid. Unlike Paramecia and Logia Devil Fruits, Zoans are said to carry wills of their own even when unconsumed.
Zoan-type Devil Fruits grant the ability to transform into a certain animal species. Generally, they provide the user with three basic forms:[5]
Human Form (人型 Hito-gata?)
The user's natural form prior to consuming the fruit.
Human-Beast Form (人獣型 Jinjū-gata?)
A hybrid form, combining the characteristics of both the users original species and the fruit-bestowed species into an unusual form (usually in a bizarre way where the size is greatly exaggerated).
Beast Form (獣型 Kemono-gata?)
A form in which the user is fully transformed into the fruit-bestowed species.
Creating a Zoan
When creating a Zoan character, think about how your fruit would influence you and what are the capabilities of the animal the fruit is based on. Talk with your DM about an appropriate stat block for your Zoan forms.
You also need to start thinking about your exclusive evolutions at levels 3, 10, 14 and 20.
Quick Build
You can make a Zoan quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity depending on the Zoan, followed by Constitution.
Class Features
As a Zoan, you gain the following class features.
Hit Points
Hit Dice: 1d12 per Zoan level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
-Armor: Light armor, medium armor, shields
-Weapons: Simple weapons, martial weapons
-Tools: None
-Saving Throws: Strength, Constitution
-Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greataxe or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- An explorer’s pack and four javelins
Transformation
In battle, you fight with primal ferocity. On your turn, you can enter a transformation as a bonus action.
Human-Beast Form
While transformed, you gain the following benefits if you aren’t wearing heavy armor:
Your transformation lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your transformation on your turn as a bonus action.
Once you have transformed the number of times shown for your Zoan level in the Transformations column of the Zoan table, you must finish a long rest before you can transform again.
Beast Form
While transformed, you gain the following benefits if you aren’t wearing heavy armor:
Your transformation lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your transformation on your turn as a bonus action.
Once you have transformed the number of times shown for your Zoan level in the Transformations column of the Zoan table, you must finish a long rest before you can transform again, it costs double the amount to transform into you Beast form.
The Zoan Table
| Level | Proficiency Bonus | Features | Transformations | Evolutions Know |
|---|---|---|---|---|
| 1st | 2 | Rage, Unarmored Defense | 2 | - |
| 2nd | 2 | Endless Evolution | 2 | 2 |
| 3rd | 2 | Zoan Feature (1) | 3 | 2 |
| 4th | 2 | Ability Score Improvement | 3 | 2 |
| 5th | 3 | Transformation Improvement, Fast Movement | 3 | 3 |
| 6th | 3 | Zoan Feature (2) | 4 | 3 |
| 7th | 3 | Feral Instinct | 4 | 3 |
| 8th | 3 | Ability Score Improvement | 4 | 3 |
| 9th | 4 | Critical Evolution (1) | 4 | 4 |
| 10th | 4 | Zoan Feature | 4 | 4 |
| 11th | 4 | Transformation Improvement, Relentless | 4 | 4 |
| 12th | 4 | Ability Score Improvement | 5 | 4 |
| 13th | 5 | Critical Evolution (2) | 5 | 5 |
| 14th | 5 | Zoan Feature (3) | 5 | 5 |
| 15th | 5 | Persistent | 5 | 5 |
| 16th | 5 | Ability Score Improvement | 5 | 5 |
| 17th | 6 | Critical Evolution (3), Transformation Improvement | 6 | 6 |
| 18th | 6 | Indomitable Might | 6 | 6 |
| 19th | 6 | Ability Score Improvement | 6 | 6 |
| 20th | 6 | Awakening | Unlimited | 6 |
Zoan Features
| Level | Free Evolution | Recommended Bonus | Bonus to Hit natural weapons | Extra Movement | Extra Movement Beast |
|---|---|---|---|---|---|
| 1 | 1 | Exclusive Evolutions | - | - | 10 |
| 5 | 2 | Animalistic Trait | 1 | 10 | 20 |
| 11 | 3 | Special Attack | 2 | 15 | 30 |
| 17 | 4 | Exclusive Evolutions | 3 | 20 | 40 |
Natural Weapons
| Level | Bite | Claw | Tail |
|---|---|---|---|
| 1 | d8 | d6 | d10 |
| 5 | d10 | d8 | d12 |
| 11 | 2d8 | 2d6 | 2d10 |
| 17 | 2d10 | 2d8 | 2d12 |
Natural Weapons
Zoan users come prepared for a fight with their natural weapons, the most basic types being, bite, claw and tail attacks.
It is suggested that they increase in damage as the tiers of play increase at levels 5,11 and 17.
Some Zoan may have a clear better weapon as one of their natural weapons, such as a Scorpion Tail attack possibly inflicting poison. It is recommended you consider these advantages in the overall power level of the Class.
Animalistic Traits
You can gain a trait such as Keen Smell, False Appearance, Keen Hearing, Echolocation, Hold Breath, Two-headed, Flyby, Keen Sight, Trampling Charge, Standing Leap, Relentless, Charge, Illumination, Sure Footed, Rampage, Spider Climb, Web Sense, Web Walker, Running Leap, Beast of Burden, Mimicry, Pounce, Pack Tactics, Snow Camouflage.
The traits depend on the Zoan, and they may only be available after certain levels (Example pack tactics is recommended to be given only at second tier of play lv 5-10).
It is recommended to give one or more traits at level 1 to match the Zoan type expectations.
Special Natural Weapon Interactions:
This is a Recommended Rule, as it works well for most but not all Zoans.
Extra Attack:
If you make a Bite Attack, your extra attack must be made with your claw if hitting the same target.
If you make a Claw Attack, your extra attack must be made with your Bite if hitting the same target.
If you make a Tail Attack, you may not attack the same target with the same Attack action.
Grappled Enemies Beast-Human Form:
If you Grappled an enemy using your arms, you may not use your Claws.
Grappled Enemies Beast Form:
If you Grappled an enemy using your Bite, you may only attack it using your Bite.
If you Grappled an enemy using your Claws, you may not use your Claws.
If you Grappled an enemy using your Tail, you may not use your tail.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Endless Evolution
The main feature of the Zoan is their ability to adapt to any fight. You generate a resource called Evolutions points. You can see the Evolutions section for your options of evolutions.
At the start of your turn, you gain 1 Evolution point for every proficiency level you have.
Your maximum is two times your proficiency bonus.
You know the number of evolutions listed on your Zoan table.
Zoan Features
According to table.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you transform before doing anything else on that turn.
Critical Evolution
Your prowess with your devil fruit increases the ferocity of your attacks. Beginning at 9th level, both your melee and thrown weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
At certain levels this range increases: at 13th level you score a critical hit on a roll of 18-20, and at 17th level you score a critical hit on a roll of 17-20 on the d20.
When you score a critical hit you generate extra evolution equal to your proficiency bonus.
Relentless
Starting at 11th level, your transformation can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re transformed and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Persistent
Beginning at 15th level, your transformation is so natural to you that it ends early only if you fall unconscious or if you choose to end it.
Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Note:
If your fruit is dexterity based you may change it to dexterity checks.
Awakening
The Zoan awakening is very fruit dependent.
Optional Class Features
Animal Knowledge
3rd-level Zoan feature
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to Zoan’s at 1st level.
Instinctive Pounce
7th-level Zoan feature
As part of the bonus action you transform, you can move up to half your speed.
Primal Knowledge
10th-level Zoan feature
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to Zoan’s at 1st level.
Zoan Evolutions
List of all Evolutions that Zoans share, you may learn a new evolution at every level up to your limit according to the Zoan table Evolutions Know. If you are already at your limit you may replace one evolution you know.
Note: The Evolutions are always based on Proficiency bonus for balance purposes.
Tier 1 (Levels 1-4)
Danger Sense
Evolve Time: 1 free action during your turn
Cost: 1 Evolution Points
Duration: While the transformation lasts
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Reckless Attack
Evolve Time: 1 free action during your turn
Cost: 2 Evolution Points
Duration: While the transformation lasts
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Physical Resistances
Evolve Time: 1 free action during your turn
Cost: 2 Evolution Points
Duration: While the transformation lasts
You gain resistance to bludgeoning, piercing, or slashing damage.
Elemental Resistances
Evolve Time: 1 free action during your turn
Cost: 2 Evolution Points
Duration: While the transformation lasts
The list of elemental resistances you can gain is determined by your DM.
You gain resistance to one element.
Fierce Attacks
Evolve Time: 1 free action during your turn
Cost: 2 Evolution Points
Duration: While the transformation lasts
Your attacks deal d4 extra damage.
Burst Speed
Evolve Time: 1 free action during your turn
Cost: 1 Evolution Points
Duration: Until the end of your turn.
Your movement speed increases by half. You may dash as a bonus action.
Debilitating strike
Evolve Time: 1 free action after a critical strike
Cost: 1 Evolution Points
Duration: Instant
When you score a critical hit, you can debilitate the target. For the next minute, the creature deals only half damage with weapon attacks that use Strenght.
The creature can make a Constitution saving throw at the start of each of its turns, ending this effect on a success.
Tier 2 (Levels 5-10)
Tough Hide
Evolve Time: 1 free action during your turn
Cost: 3 Evolution Points
Duration: While the transformation lasts.
You may increase your ac by 1.
This bonus increases to 2 at level 11, and 3 at level 17.
You may only use this once per transformation
Swift Claws
Evolve Time: 1 free action during your turn
Cost: 3 Evolution Points
Duration: While the transformation lasts.
You may attack twice with your claws once per turn instead of once
Grappling Bite
Evolve Time: 1 free action during your turn
Cost: 3 Evolution Points
Duration: While the transformation lasts
You may attack twice with your Bite attack instead of once against an enemy you have grappled with your mouth.
You have advantage on grappled enemies in your mouth.
Retaliation
Evolve Time: 1 reaction
Cost: 1 Evolution Points
Duration: Instant
When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Tail Rebuke
Evolve Time: 1 reaction
Cost: 1 Evolution Points
Duration: Instant
If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
If the attack misses, you may make a Tail Attack against the creature that attacked you.
Bloodthirsty
Evolve Time: 1 free action during your turn
Cost: 1 Evolution Points
Duration: Instant
If you score a critical hit or a killing blow you can make another attack.
If you score a critical hit with the attack granted by this evolution, you can't use this evolution to make another attack.
Tier 3 (Levels 11-17)
Evasion
Evolve Time: 1 reaction
Cost: 1 Evolution Points
Duration: Instant
You can nimbly dodge out of the way of certain area effects, such as a cannon explosive shot. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Elusive
Evolve Time: 1 free action during your turn
Cost: 4 Evolution Points
Duration: While the transformation lasts
You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
Regeneration
Evolve Time: 1 free action during your turn
Cost: 4 Evolution Points
Duration: While the transformation lasts
You recover your level in hitpoints every turn. You may also use your bonus action to activate this effect again.
Taste for Blood
Evolve Time: 1 free action during your turn
Cost: 4 Evolution Points
Duration: While the transformation lasts
Whenever you hit with your bite attack, half the damage gets transferred to you as temp hit points.
Intimidating Presence
Evolve Time: 1 action
Cost: 4 Evolution Points
Duration: Instant
Each creature of your choice within 60 feet must succeed on a Wisdom saving throw or become frightened for 1 minute.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Frightful Presence for the next 24 hours.
This effect ends if the creature ends its turn out of the line of sight or more than 120 feet away from you.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
Destructive Slam
Evolve Time: 1 action
Cost: 4 Evolution Points
Duration: Instant
You strike the ground at your feet, forcing creatures in an adjacent 20-foot cube to make a Dexterity saving throw. On a failed save, creatures take bludgeoning damage equal to two rolls (4 * PB * d6) + your Strength modifier and fall prone.
On a success, they take half damage and don't fall prone. Objects within this area take the maximum amount of damage.
The area of the 20-foot cube becomes difficult terrain until a creature takes 1 minute to clear it.
Savage Roar
Evolve Time: 1 action
Cost: 2 Evolution Points
Duration: Instant
When you score a critical hit, you can let out a cry that can be heard up to 300 feet away. You and a number of creatures of your choice that can hear you equal to your Constitution modifier (minimum of 1) gain temporary hit points equal to your level + your Constitution modifier.
Tier 4 (Levels 17-20)
Flight
Evolve Time: 1 free action during your turn
Cost: 6 Evolution Points
Duration: While the transformation lasts
You gain your walking speed as movement speed. This may only be acquired if your form can reasonably sprout wings, like a tiger given wings.
Blindsense
Evolve Time: 1 free action during your turn
Cost: 3 Evolution Points
Duration: While the transformation lasts
If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Devour
- Evolve Time: 1 free action during your turn
- Cost: 6 Evolution Points, Requires Grappling Bite Evolved
- Duration: While the transformation lasts
You can make one bite attack against a creature two sizes smaller you are grappling with your mouth. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside, and it takes PB * D12 bludgeoning damage at the start of each of its turns. If the Zoan takes PB * 10 damage or more on a single turn from a creature inside it, he must succeed on a DC PB * 4 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Zoan. If the Zoan falls unconscious, a swallowed creature is no longer restrained by him and can escape from the corpse by using movement up to the Beast size, exiting prone.
Bloodbath
- Evolve Time: 1 free action during your turn
- Cost: 6 Evolution Points, Requires Taste for Blood Evolved.
- Duration: While the transformation lasts.
Whenever you hit with your bite attack, half the damage gets transferred to you as hit points.
Frenzy
- Evolve Time: 1 free action during your turn
- Cost: 6 Evolution Points, Requires Taste for Blood Evolved.
- Duration: While the transformation lasts.
You can make a single attack as a bonus action on each of your turns after this one.
Cataclysmic Slam
Evolve Time: 1 action
Cost: 6 Evolution Points, Requires knowing Destructive Slam
Duration: Instant.
You strike the ground at your feet with legendary power. A shockwave of earth and thunderous force erupts from you, forcing any creatures within 30 feet to make a Constitution saving throw. On a failed save, creatures take bludgeoning damage equal to (3 * PB * d12) + your Strength modifier and are knocked prone. On a successful save, creatures take half as much damage and don't fall prone. Any objects within this area take the maximum amount of damage.
The area becomes difficult terrain, and a creature can use its action to clear one 5-foot square of this difficult terrain.
Wolf Wolf Fruit - Mythical Carnivore: Fenrir

Endless Growth
| Level | Cost | Size | Size Category | Requirement | Squares | Benefit |
|---|---|---|---|---|---|---|
| 1 | - | 15 feet | Large | Base Transformation | 4 | - |
| 1 | 2 | 30 feet | Huge | Endless Growth 1 | 9 | Resistance Force and Cold Damage |
| 11 | 4 | 45 feet | Gargantuan | Endless Growth 2 | 16 | Resistance Necrotic and Lightning Damage |
| 17 | 6 | 60 feet | Colossal | Endless Growth 3 | 25 | Resistance to Fire immunity to Physical Damage |
Features
| Level | Free Evolution | Bonus | Bonus to Hit natural weapons | Extra Movement | Extra Movement Beast |
|---|---|---|---|---|---|
| 1 | 1 | Endless Growth | 0 | - | 10 |
| 5 | 2 | Pack Tactics | 1 | 10 | 20 |
| 11 | 3 | Destructive Roll | 2 | 15 | 30 |
| 17 | 4 | God's Bane | 3 | 20 | 40 |
| 20 | 4 | Ragnarok | 3 | 25 | 50 |
Free Evolutions
| Level | Free Evolution |
|---|---|
| 1 | Physical Resistances |
| 5 | Grappling Bite |
| 11 | Intimidating Presence |
| 17 | Devour |
ORIGINS OF FENRIR
The mighty giant wolf of the Nordic myths, Fenrir (also known as Fenris wolf) is the one who will trigger Ragnarök, the end of the world. Fenrir's crimes in Scandinavian mythology are countless. His appearance signals a terrible danger, even to the Gods. However, Fenrir's stories do not reflect his true nature. That of a wounded animal, betrayed and misunderstood by the fear he generates.
Son of the deceitful God Loki, he is the most famous wolf in the Nordic legends because of his direct link with Ragnarök: the Twilight of the Viking Gods. The gods looked upon this beast with a malicious eye, which was able to confront and perhaps defeat them, especially since an oracle warned them about prophecies that one day Fenrir would turn against them.
Indeed, in the dark days of Ragnarök, he swallowed Ódin and the hand of Tyr as the gods of Aesir tried to bind him. Fenrir remains the most feared creature in Celtic fables.
POWER OF THE GIANT VIKING WOLF
Beyond his violent actions, Fenrir, the viking wolf, embodies many qualities:
- A savage power: Though raised by the gods, he did not hesitate to use his power to defy Norse gods to defend himself and kill Odin.
- His independence: he suffered greatly from being sidelined and chained in chains due to his formidable power.
- Loyalty: Until the day of Ragnarök, he was deeply attached to his family, even though they separated from him shortly after his birth.
- His thirst for liberation: Fenrir always wanted to be free, to get rid of the gods and to lead the life he wanted.
Features
Your bonus stat for Beast, And Human-Beast form are describre in the table.
Endless Growth
Evolve Time: 1 free action during your turn
Cost: In table, Requires Beast Form
Duration: While the transformation lasts
God's Bane
Evolve Time: Action
Cost: 6 Evolution Points, Replaces Intimidating Presence, Beast Form requirement
Duration: Instant
Each creature of your choice within 120 feet must succeed on a Wisdom saving throw or become frightened for 1 minute.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Fenrir’s Frightful Presence for the next 24 hours.
This effect ends if the creature ends its turn out of the line of sight or more than 240 feet away from you.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
No creature can be immune or resistant to this effect.
Ragnarok
For each 3 Evolution Points you spend, Fenrir comes one step closer to bringing Ragnarok.
Increase either your Strength or Constitution Score by 1.
If you are out of initiative this bonus resets to 0.
Fenrir Free Evolutions
You learn additional Evolutions at each tier of play that doesn’t count towards your total.
Inpiration
Heavilly based on the work of
Alternate barbarian If you see other exploits that seem cool it is easy to adapt to evolutions.
And also on the universe of one piece and Norse mythology.