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HB OnePieceDungeonsandDevilFruitsDungeonMasterundefinedsGuideundefined5eSystemundefined

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```metadata

title: One Piece Dungeons and Devil Fruits Dungeon Master's Guide (5e System)
description: >-
Explore the world of One Piece using this new supplement resource for your
Dungeons and Dragons 5th Edition campaign! With nearly 200 pages of content,
there will be plenty of features to keep your players entertained with fresh
One Piece themed content.

This guide is a great resource for learning how to run a One Piece themed D&D
campaign in 5th Edition using new rules, tables, classes, races, and feats!
Includes all types of Haki, Devil Fruits, and all new methods of character
advancement.
tags:
- One Piece
- Dungeon Masters Guide
- Dungeons and Devil Fruits
- Tabletop System
- Luffy
- Strawhats
- 5th Edition
- Dungeons and Dragons
- DMG
- PHB
- Players Handbook
- Devil Fruit
- Haki
- Homebrew
- One Piece DND
systems:
- 5e
renderer: legacy
theme: 5ePHB

```

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\page

<div class='toc'>
##### Table Of Contents
- **[Chapter 1: Islands (Pg. 3)](#p3)**
- [1.1 Island Generation](#p3)
- [1.1.1 Measuring an Island](#p3)
- [1.1.2 Island Terrain and Climate](#p3)
- [1.1.3 Island Seasons](#p3)
- [1.2 Society and Culture](#p3)
- [1.2.1 Races](#p3)
- [1.2.2 Cities and Settlements](#p3)
- [1.2.3 Island Faction and Military](#p4)
- [1.3 Player Reputation & Intrigue](#p4)
- [1.3.1 Reputation](#p4)
- **[Chapter 2: Ships and Sailing (Pg. 6)](#p6)**
- [2.1 Ship Stat Blocks](#p6)
- [2.1.1 Basic Statistics](#p6)
- [2.1.2 Components](#p7)
- [2.1.3 Building a Ship](#p7)
- [2.1.4 Sample Stat Blocks](#p7)
- [2.2 Ship Upgrades](#p12)
- [2.2.1 Movement Components](#p12)
- [2.2.2 Control Components](#p13)
- [2.2.3 Hull Components](#p13)
- [2.2.4 Weapon Components](#p14)
- [2.2.5 Acquiring a Ship](#p15)
- [2.3 Crew](#p15)
- [2.3.1 Officers](#p15)
- [2.3.2 Hirelings](#p15)
- [2.3.3 Fleet](#p15)
- [2.4 Sailing](#p16)
- [2.4.1 Travel Pace](#p16)
- [2.4.2 Fueling Your Ship](#p16)
- [2.4.3 Activity While Traveling](#p16)
- [2.4.4 Traveling Events](#p16)
- [2.4.5 Weather](#p17)
- [2.4.6 Disasters](#p19)
- [2.5 Naval Combat](#p19)
- [2.5.1 Ships and Initiative](#p19)
- [2.5.2 Officer Actions](#p19)
- [2.6
Enhanced Naval Combat Rules](#p20)
- [2.7 Crashing](#p21)
- [2.8 Docking a Ship](#p21)
- [2.8.1 Shipbuilding and Upgrades](#p21)
- [2.8.2 Repairs](#p21)
- [2.8.3 Hiring](#p21)
- [2.9 Ship Salvaging](#p21)
- [2.10 Mapping](#p21)
- [2.10.1 Finding a Map](#p21)
- [2.10.2 Drawing a Map](#p21)
- **[Chapter 3: Monster Manual (Pg. 23)](#p23)**
- [3.1 Sea Creatures](#p23)
- [3.1.1 Beast Variant: Sea Beast](#p25)
- [3.2 Sky Creatures](#p30)
- [3.3 Land Creatures](#p33)
- [3.4 Den Den Mushi](#p35)
- [3.5 Marines](#p38)
- [3.6 Pirates](#p41)
- [3.7 World Government](#p45)
- [3.8 Other Creatures](#p47)
- [3.9 Devil Fruit Users](#p49)
- [3.10 Epic Bosses](#p51)
- [3.11 Raising the Stakes with Bounties](#p54)
- **[Chapter 4: Treasure (Pg. 55)](#p55)**
- [4.1 Random Treasure & Magic Items](#p55)
- [4.1.1 Treasure Maps](#p55)
- [4.1.2 Treasure Tables and How to Use Them](#p55)
- [4.1.3 Special Magic Items A-Z](#p55)
- **[Credits Page (Pg. 56)](#p56)**

</div>

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<div class='pageNumber auto'></div>


<div class='footnote'>TABLE OF CONTENTS</div>

\page

# Chapter 1: Islands

Because the world of one piece is made up of an innumerable quantity of small


islands spread out between a few large islands, islands will be used for a large
part of the land exploration portion of each campaign. Islands in the Four Blues
and Grand Line may vary in size, climate, and culture, with the latter having much
more variety and extremes between each.

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

## Island Generation

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

### Measuring an Island

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

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

<section id="random-npc-tables-name">
<h4 id="random-npc-tables-name">Island Size</h4>
<table>
<thead>
<tr>
<th style="text-align:left">1d6</th>
<th style="text-align:center">Size</th>
<th style="text-align:right">Area</th>
<th style="text-align:right">Population</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:left">1</td>
<td style="text-align:center">Diminutive</td>
<td style="text-align:right">< 1 Sq. Mile</td>
<td style="text-align:right">5d10 Citizens</td>
</tr>
<tr>
<td style="text-align:left">2</td>
<td style="text-align:center">Tiny</td>
<td style="text-align:right">1d4 Sq. Miles</td>
<td style="text-align:right">10d10 Citizens</td>
</tr>
<tr>
<td style="text-align:left">3</td>
<td style="text-align:center">Small</td>
<td style="text-align:right">5d10 Sq. Miles</td>
<td style="text-align:right">10d10 x 10 Citizens</td>
</tr>
<tr>
<td style="text-align:left">4</td>
<td style="text-align:center">Medium</td>
<td style="text-align:right">3d10 x 10 Sq. Miles</td>
<td style="text-align:right">5d10 x 100 Citizens</td>
</tr>
<tr>
<td style="text-align:left">5</td>
<td style="text-align:center">Large</td>
<td style="text-align:right">5d10 x 100 Sq. Miles</td>
<td style="text-align:right">10d10 x 1,000 Citizens</td>
</tr>
<tr>
<td style="text-align:left">6</td>
<td style="text-align:center">Colossal</td>
<td style="text-align:right">> 10,000 Sq. Miles</td>
<td style="text-align:right">> 1 million citizens</td>
</tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

### Island Terrain and Climate

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

<section id="random-npc-tables-name">
<h4 id="random-npc-tables-name">Terrain Type</h4>
<table>
<thead>
<tr>
<th style="text-align:left">1d10</th>
<th style="text-align:center">Terrain</th>
<th style="text-align:right">Climate</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:left">1</td>
<td style="text-align:center">Beach</td>
<td style="text-align:right">Tropical</td>
</tr>
<tr>
<td style="text-align:left">2</td>
<td style="text-align:center">Forest</td>
<td style="text-align:right">Moderate</td>
</tr>
<tr>
<td style="text-align:left">3</td>
<td style="text-align:center">Jungle</td>
<td style="text-align:right">Tropical</td>
</tr>
<tr>
<td style="text-align:left">4</td>
<td style="text-align:center">Desert</td>
<td style="text-align:right">Dry</td>
</tr>
<tr>
<td style="text-align:left">5</td>
<td style="text-align:center">Plains</td>
<td style="text-align:right">Moderate</td>
</tr>
<tr>
<td style="text-align:left">6</td>
<td style="text-align:center">Hills</td>
<td style="text-align:right">Moderate</td>
</tr>
<tr>
<td style="text-align:left">7</td>
<td style="text-align:center">Mountainous</td>
<td style="text-align:right">Cold</td>
</tr>
<tr>
<td style="text-align:left">8</td>
<td style="text-align:center">Swamp</td>
<td style="text-align:right">Humid</td>
</tr>
<tr>
<td style="text-align:left">9</td>
<td style="text-align:center">Volcanic</td>
<td style="text-align:right">Hot</td>
</tr>
<tr>
<td style="text-align:left">10</td>
<td style="text-align:center">Tundra</td>
<td style="text-align:right">Cold</td>
</tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

```
```

### Island Seasons

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

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

## Society and Culture


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

### Races

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

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

<section id="random-npc-tables-name">
<h4 id="random-npc-tables-name">Race Table</h4>
<table>
<thead>
<tr>
<th style="text-align:center">d10</th>
<th style="text-align:center">Race</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">1</td>
<td style="text-align:center">*Human Variant</td>
</tr>
<tr>
<td style="text-align:center">2</td>
<td style="text-align:center">Fish-Men</td>
</tr>
<tr>
<td style="text-align:center">3</td>
<td style="text-align:center">Merfolk</td>
</tr>
<tr>
<td style="text-align:center">4</td>
<td style="text-align:center">Sky Islanders</td>
</tr>
<tr>
<td style="text-align:center">5</td>
<td style="text-align:center">Minks</td>
</tr>
<tr>
<td style="text-align:center">6</td>
<td style="text-align:center">Yokai Tribesmen</td>
</tr>
<tr>
<td style="text-align:center">7</td>
<td style="text-align:center">Cyborgs</td>
</tr>
<tr>
<td style="text-align:center">8</td>
<td style="text-align:center">Dwarves</td>
</tr>
<tr>
<td style="text-align:center">9</td>
<td style="text-align:center">Giants</td>
</tr>
<tr>
<td style="text-align:center">10</td>
<td style="text-align:center">Mix of Races</td>
</tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

### Cities and Settlements

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

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

<section id="random-npc-tables-name">
<h4 id="random-npc-tables-name">Culture Type</h4>
<table>
<thead>
<tr>
<th style="text-align:center">d12</th>
<th style="text-align:center">Culture</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">1</td>
<td style="text-align:center">Tribal</td>
</tr>
<tr>
<td style="text-align:center">2</td>
<td style="text-align:center">Western Medieval</td>
</tr>
<tr>
<td style="text-align:center">3</td>
<td style="text-align:center">Renaissance</td>
</tr>
<tr>
<td style="text-align:center">4</td>
<td style="text-align:center">Eastern Traditional</td>
</tr>
<tr>
<td style="text-align:center">5</td>
<td style="text-align:center">Middle Eastern</td>
</tr>
<tr>
<td style="text-align:center">6</td>
<td style="text-align:center">European</td>
</tr>
<tr>
<td style="text-align:center">7</td>
<td style="text-align:center">African</td>
</tr>
<tr>
<td style="text-align:center">8</td>
<td style="text-align:center">Modern Urban</td>
</tr>
<tr>
<td style="text-align:center">9</td>
<td style="text-align:center">Rural</td>
</tr>
<tr>
<td style="text-align:center">10</td>
<td style="text-align:center">Entertainment & Resorts</td>
</tr>
<tr>
<td style="text-align:center">11</td>
<td style="text-align:center">Militaristic</td>
</tr>
<tr>
<td style="text-align:center">12</td>
<td style="text-align:center">Futuristic</td>
</tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

#### Placement of Settlments


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

<section id="random-npc-tables-name">
<h4 id="random-npc-tables-name">Settlement Location Types</h4>
<table>
<thead>
<tr>
<th style="text-align:center">d6</th>
<th style="text-align:center">Settlement Type</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">1</td>
<td style="text-align:center">Coastal Harbor</td>
</tr>
<tr>
<td style="text-align:center">2</td>
<td style="text-align:center">Fortified Inland</td>
</tr>
<tr>
<td style="text-align:center">3</td>
<td style="text-align:center">Agricultural</td>
</tr>
<tr>
<td style="text-align:center">4</td>
<td style="text-align:center">High Altitude</td>
</tr>
<tr>
<td style="text-align:center">5</td>
<td style="text-align:center">Fortress or Military Base</td>
</tr>
<tr>
<td style="text-align:center">6</td>
<td style="text-align:center">Around River, Lake or Swamp/Marsh</td>
</tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

<img src='https://www.gmbinder.com/images/xGODyhX.png'
style='position:absolute;bottom:55px;right:585px;width:480px; mix-blend-
mode:multiply;' />

<div class='pageNumber auto'></div>


<div class='footnote'>CHAPTER 1 | ISLANDS</div>

\page

### Island Faction and Military

If an island's size is "small" or larger, it usually requires a military of some


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

The alignment of an island's general populace is determined by what faction


influences it. There are rare exceptions to this rule, however. Sometimes lawful
pirates or evil marines may take control over an island, changing the island's
alignment to whatever fits at the DM's discretion.

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

Roll on the table below to determine what type of faction and military controls or
protects an island.
<section id="random-npc-tables-name">
<h4 id="random-npc-tables-name">Military Type</h4>
<table>
<thead>
<tr>
<th style="text-align:left">1d6</th>
<th style="text-align:center">Faction</th>
<th style="text-align:right">Allignment</th>
<th style="text-align:right">% Support</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:left">1</td>
<td style="text-align:center">None</td>
<td style="text-align:right">-</td>
<td style="text-align:right">-</td>
</tr>
<tr>
<td style="text-align:left">2</td>
<td style="text-align:center">Independent Military</td>
<td style="text-align:right">Any</td>
<td style="text-align:right">10d10</td>
</tr>
<tr>
<td style="text-align:left">3</td>
<td style="text-align:center">Marines</td>
<td style="text-align:right">Lawful Good</td>
<td style="text-align:right">10d10</td>
</tr>
<tr>
<td style="text-align:left">4</td>
<td style="text-align:center">Pirates</td>
<td style="text-align:right">Any Chaotic</td>
<td style="text-align:right">10d10</td>
</tr>
<tr>
<td style="text-align:left">5</td>
<td style="text-align:center">Revolutionaries</td>
<td style="text-align:right">Neutral Good</td>
<td style="text-align:right">10d10</td>
</tr>
<tr>
<td style="text-align:left">6</td>
<td style="text-align:center">World Government</td>
<td style="text-align:right">Any Lawful</td>
<td style="text-align:right">10d10</td>
</tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

#### Military Bases

If an island is controlled by a faction military, it will have at least one


fortress near any settlements or cities on the island. Marines, World Government,
and independent militaries will normally have a fortress or barracks, pirates will
have a cove, and revolutionaries will operate in a hidden or secret base.

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

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

## Player Reputation & Intrigue

Sometimes players attempting to befriend an island's populace isn't so easy,


especially if there are alignment differences between the players crew and an
island. Additionally, if an island's faction members are directly opposed to the
faction the players are a part of (e.g. marines hate pirates and vice versa), they
may attempt to locate and capture the players. And if the player crew has a bad
enough reputation on an island, they may launch an all-out witch hunt or assault
onto the players after some time.

### Reputation

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

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

<section id="random-npc-tables-name">
<h4 id="random-npc-tables-name">Player Reputation</h4>
<table>
<thead>
<tr>
<th style="text-align:center">Island Size</th>
<th style="text-align:center">Maximum Reputation</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">Diminutive to Small</td>
<td style="text-align:center">20</td>
</tr>
<tr>
<td style="text-align:center">Medium</td>
<td style="text-align:center">30</td>
</tr>
<tr>
<td style="text-align:center">Large</td>
<td style="text-align:center">50</td>
</tr>
<tr>
<td style="text-align:center">Colossal</td>
<td style="text-align:center">100</td>
</tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

#### Increasing Reputation

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

Another way to increase reputation is to complete quests for local or defend


against invaders. For every quest completed by a player character, their crew's
reputation score increases by 1d6. If a player crew successfully defends an island
from pirates, marines, or enemy invaders, the crew's reputation score increases by
10.

#### Using Reputation

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

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

<img src='https://www.gmbinder.com/images/Zz27Mxv.png'
style='position:absolute;bottom:0px;right:0px;width:620px; mix-blend-
mode:multiply;' />

<div class='pageNumber auto'></div>


<div class='footnote'>CHAPTER 1 | ISLANDS</div>

\page

#### Example Island Map (Medium Island)

<img src='https://www.gmbinder.com/images/QjVCAKf.png'
style='position:absolute;bottom:100px;right:35px;width:1050px; mix-blend-
mode:multiply;' />
<div class='pageNumber auto'></div>

\page

# Chapter 2: Ships and Sailing

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

## Ship Stat Blocks

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

### Basic Statistics

#### Size

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

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

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

#### Crew Maximum


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

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

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

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

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

#### Special Vehicles

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

##### Blueprints

To build special vehicles or special components, blueprints will be required before


attempting the building process. Blueprints might be found in certain locations or
be available for high prices or in exchange for favors from specific NPCs,
determined by the DM.

```
```

#### Ability Scores

A ship has six ability scores (Strength, Dexterity, Constitution, Intelligence,


Wisdom, and Charisma) and corresponding modifiers.

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

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


throw that uses that score.

#### Vulnerabilities, Resistances, and Immunities

A ship's vulnerabilities, resistances, and Immunities apply to all its components,


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

#### Sentience

A ship will become sentient if it consumes a zoan-type devil fruit, becomes


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

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

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

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

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

##### Sentient Skills


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

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

**Supernatural Awareness (Wisdom 12 or higher).** A sentient ship is roughly aware


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

**Inspiring Chant (Charisma 12 or higher).** A sentient ship that has developed a


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

<img src='https://www.gmbinder.com/images/odlGHtj.png'
style='position:absolute;bottom:00px;right:-100px;width:1450px; mix-blend-
mode:multiply;' />

<div class='pageNumber auto'></div>


<div class='footnote'>CHAPTER 2 | SHIPS AND SAILING</div>

\page

### Components

A ship is composed of different components:

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

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

**Movement.** A movement component is the element of the ship that enables it to


move, such as a set of sails or oars.

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

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

#### Armor Class

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

#### Hit Points

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

A ship component does not have Hit Dice.

#### Damage Threshold

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

### Building a Ship

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

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

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

#### Building process


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

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

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

If a successful check is made, one success is counted. A critical success counts as


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

If the check fails, one failure is counted. A critical failure is counted as 2


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

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

<section id="random-npc-tables-name">
<h4 id="random-npc-tables-name">Major Shipbuilding Success Table</h4>
<table>
<thead>
<tr>
<th style="text-align:center">d4</th>
<th style="text-align:center">Success Type</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">1</td>
<td style="text-align:center">Hard Material: Component gains 1d4 bonus to its
damage threshold</td>
</tr>
<tr>
<td style="text-align:center">2</td>
<td style="text-align:center">Dense Coating: Component gains a +1 bonus to AC (Max
20)</td>
</tr>
<tr>
<td style="text-align:center">3</td>
<td style="text-align:center">Well-Assembled: Component gains 1d12 maximum hit
points.</td>
</tr>
<tr>
<td style="text-align:center">4</td>
<td style="text-align:center">Flawless Design: Any critical hit against the
component becomes a normal hit.</td>
</tr>
<tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

<section id="random-npc-tables-name">
<h4 id="random-npc-tables-name">Major Shipbuilding Failure Table</h4>
<table>
<thead>
<tr>
<th style="text-align:center">d4</th>
<th style="text-align:center">Failure Type</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">1</td>
<td style="text-align:center">Brittle Material: If a component has a damage
threshold, it is decreased by 1d4.</td>
</tr>
<tr>
<td style="text-align:center">2</td>
<td style="text-align:center">Cracked exterior: Component loses 1 AC (Min 10)</td>
</tr>
<tr>
<td style="text-align:center">3</td>
<td style="text-align:center">Poorly Assembled: Component loses 1d12 maximum hit
points.</td>
</tr>
<tr>
<td style="text-align:center">4</td>
<td style="text-align:center">Exposed Weakpoint: Attacks made against the component
have advantage.</td>
</tr>
<tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

```
```

### Sample Stat Blocks

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

___
>## Waver
>
>Medium special vehicle (5 ft. by 3 ft.)
>___
>- **Cost** ฿5,000,000
>- **Upgrade Slots** 0
>- **Crew Maximum** 1 crew, 1 passenger
>- **Cargo Capacity** 0.2 tons
>- **Travel Pace** 25 miles per hour
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 10 (+0) | 16 (+3) | 10 (+0) | 0 | 0 | 0 |
>___
>- **Damage Immunities** poison, psychic
>- **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened,
incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
>___
>
>### Hull
>
>***Armor Class.*** 11
>
>***Hit Points.*** 50
>___
>
>### Control and Movement: Dial
>
>***Armor Class.*** 12
>
>***Hit Points.*** 25
>
>***Locomotion (water).*** large breath dial, speed 60 ft.
>
> Move up to its speed, with one 90-degree turn. Without the breath dial, the
waver's speed is 0.
>
> The large breath dial on a waver holds a charge that allows for up to 50 miles of
movement before it needs to be recharged. Recharging a dial can be done by allowing
the waver or dial to rest for up to 8 hours without interruption. Additionally,
this dial can be replaced by another large breath dial if it is lost or broken.
>
>___
>
>### Actions
>
>On its turn, the waver can move using its control and one movement component, and
attack with any weapons it has.
>___

___
>## Rowboat
>
>Large vehicle (10 ft. by 5 ft.)
>___
>- **Cost** ฿500,000
>- **Upgrade Slots** 1
>- **Crew Maximum** 2 crew, 2 passengers
>- **Cargo Capacity** 0.25 tons
>- **Travel Pace** 3 miles per hour (24 miles per day)
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 11 (+0) | 8 (-1) | 11 (+0) | 0 | 0 | 0 |
>___
>- **Damage Immunities** poison, psychic
>- **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened,
incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
>___
>
>### Hull
>
>***Armor Class.*** 11
>
>***Hit Points.*** 50
>___
>
>### Control and Movement: Oars
>
>***Armor Class.*** 12
>
>***Hit Points.*** 25
>
>***Locomotion (water).*** oars, speed 15 ft.
>
> Move up to its speed, with one 90-degree turn. Without the oars, the rowboat's
speed is 0.
>
>___
>
>### Actions
>
>On its turn, the rowboat can move using its control and one movement component,
and attack with any weapons it has.
>___

<div class='pageNumber auto'></div>


<div class='footnote'>CHAPTER 2 | SHIPS AND SAILING</div>

\page

___
>## Sloop
>
>Gargantuan vehicle (60 ft. by 20 ft.)
>___
>- **Cost** ฿30,000,000
>- **Upgrade Slots** 3
>- **Crew Maximum** 3 crew, 4 passengers
>- **Cargo Capacity** 0.5 tons
>- **Travel Pace** 3 miles per hour (72 miles per day)
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 16 (+3) | 7 (-2) | 13 (+1) | 0 | 0 | 0 |
>___
>- **Damage Immunities** poison, psychic
>- **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened,
incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
>___
>
>### Hull
>
>***Armor Class.*** 15
>
>***Hit Points.*** 100 (damage threshold 10)
>___
>
>### Control: Helm
>
>***Armor Class.*** 12
>
>***Hit Points.*** 50
>
> Controls movement components, with one 90-degree turn. If the helm is destroyed,
the sloop can't turn.
>
>___
>
>### Movement: Sails
>
>***Armor Class.*** 12
>
>***Hit Points.*** 100; -5 ft. speed per 25 damage taken
>
>***Locomotion (water).*** sails, speed 25 ft.; 15 ft. while sailing into the wind;
35 ft. while sailing with the wind
>
>___
>
>### Weapon: Cannon
>
>***Armor Class.*** 15
>
>***Hit Points.*** 50
>
>*Ranged Weapon Attack:* +6 to hit, reach 120/480 ft., one target. *Hit:* 16 (3d10)
bludgeoning damage
>
> Sloops typically include a cannon only when they are equipped for combat.
>
>___
>
>### Actions
>
>On its turn, the sloop can move using its control and one movement component, and
attack with its weapons. If it has half its crew or fewer, it moves at half speed
and can't use its cannon.
>___

```
```

___
>## Caravel
>
>Gargantuan vehicle (70 ft. by 20 ft.)
>___
>- **Cost** ฿50,000,000
>- **Upgrade Slots** 5
>- **Crew Maximum** 8 crew, 10 passengers
>- **Cargo Capacity** 10 tons
>- **Travel Pace** 4 miles per hour (96 miles per day)
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 18 (+4) | 7 (-2) | 15 (+2) | 0 | 0 | 0 |
>___
>- **Damage Immunities** poison, psychic
>- **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened,
incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
>___
>
>### Hull
>
>***Armor Class.*** 15
>
>***Hit Points.*** 150 (damage threshold 10)
>___
>
>### Control: Helm
>
>***Armor Class.*** 15
>
>***Hit Points.*** 50
>
> Controls movement components, with one 90-degree turn. If the helm is destroyed,
the caravel can't turn.
>
>___
>
>### Movement: Sails
>
>***Armor Class.*** 12
>
>***Hit Points.*** 100; -5 ft. speed per 25 damage taken
>
>***Locomotion (water).*** sails, speed 35 ft.; 15 ft. while sailing into the wind;
50 ft. while sailing with the wind
>
>___
>
>### Weapon: Cannon (2)
>
>***Armor Class.*** 15
>
>***Hit Points.*** 50
>
>*Ranged Weapon Attack:* +6 to hit, reach 120/480 ft., one target. *Hit:* 16 (3d10)
bludgeoning damage
>
>___
>
>### Actions
>
>On its turn, the caravel can move using its control and one movement component,
and attack with its weapons. If it has half its crew or fewer, it moves at half
speed and can only use half its weapons (rounded down).
>___

<div class='pageNumber auto'></div>


<div class='footnote'>CHAPTER 2 | SHIPS AND SAILING</div>

\page

___
>## Submarine
>
>Gargantuan special vehicle (80 ft. by 20 ft.)
>___
>- **Cost** ฿600,000,000
>- **Upgrade Slots** 6
>- **Crew Maximum** 20 crew, 10 passengers
>- **Cargo Capacity** 1 ton
>- **Travel Pace** 5 miles per hour (120 miles per day)
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 16 (+3) | 14 (+2) | 16 (+3) | 0 | 0 | 0 |
>___
>- **Damage Immunities** poison, psychic, necrotic
>- **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened,
incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
>___
>
>### Hull
>
>***Armor Class.*** 18
>
>***Hit Points.*** 300 (damage threshold 15)
>___
>
>### Control: Helm
>
>***Armor Class.*** 18
>
>***Hit Points.*** 50
>
> Controls movement components, including the ability to ascend or descend into
deep waters, with one 90-degree turn. If the helm is destroyed, the submarine can't
turn.
>
> Additionally, the submarine detects all objects and creatures within 300 ft using
sonar detection and can relay the information to a screen in the helm, as if using
blindsight. If the helm is destroyed, the submarine can no longer detect anything
using sonar.
>___
>
>### Movement: Propellers (2)
>
>***Armor Class.*** 15
>
>***Hit Points.*** 100; -10 ft. speed per 25 damage taken
>
>***Locomotion and Diving (water).*** two propellers, speed 45 ft.
>
>___
>
>### Weapon: Cannon (4)
>
>***Armor Class.*** 15
>
>***Hit Points.*** 50
>
>*Ranged Weapon Attack:* +6 to hit, reach 120/480 ft., one target. *Hit:* 16 (3d10)
bludgeoning damage
>
>___
>
>### Actions
>
>On its turn, the submarine can move using its control and one movement component,
and attack with its weapons. If it has half its crew or fewer, it moves at half
speed and can only use half its weapons (rounded down).
>___

```
```

___
>## Cog
>
>Gargantuan vehicle (70 ft. by 20 ft.)
>___
>- **Cost** ฿100,000,000
>- **Upgrade Slots** 6
>- **Crew Maximum** 20 crew, 20 passengers
>- **Cargo Capacity** 50 tons
>- **Travel Pace** 4 miles per hour (96 miles per day)
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 20 (+5) | 7 (-2) | 16 (+3) | 0 | 0 | 0 |
>___
>- **Damage Immunities** poison, psychic
>- **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened,
incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
>___
>
>### Hull
>
>***Armor Class.*** 15
>
>***Hit Points.*** 250 (damage threshold 15)
>___
>
>### Control: Helm
>
>***Armor Class.*** 18
>
>***Hit Points.*** 50
>
> Controls movement components, with one 90-degree turn. If the helm is destroyed,
the cog can't turn.
>
>___
>
>### Movement: Sails
>
>***Armor Class.*** 12
>
>***Hit Points.*** 100; -5 ft. speed per 25 damage taken
>
>***Locomotion (water).*** sails, speed 35 ft.; 15 ft. while sailing into the wind;
50 ft. while sailing with the wind
>
>___
>
>### Weapon: Cannon (2)
>
>***Armor Class.*** 15
>
>***Hit Points.*** 50
>
>*Ranged Weapon Attack:* +6 to hit, reach 120/480 ft., one target. *Hit:* 16 (3d10)
bludgeoning damage
>
>___
>
>### Actions
>
>On its turn, the cog can move using its control and one movement component, and
attack with its weapons. If it has half its crew or fewer, it moves at half speed
and can only use half its weapons (rounded down).
>___

<div class='pageNumber auto'></div>


<div class='footnote'>CHAPTER 2 | SHIPS AND SAILING</div>

\page

___
>## Brig
>
>Gargantuan vehicle (80 ft. by 20 ft.)
>___
>- **Cost** ฿150,000,000
>- **Upgrade Slots** 7
>- **Crew Maximum** 50 crew, 30 passengers
>- **Cargo Capacity** 100 tons
>- **Travel Pace** 5 miles per hour (120 miles per day)
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 20 (+5) | 7 (-2) | 17 (+3) | 0 | 0 | 0 |
>___
>- **Damage Immunities** poison, psychic
>- **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened,
incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
>___
>
>### Hull
>
>***Armor Class.*** 15
>
>***Hit Points.*** 300 (damage threshold 15)
>___
>
>### Control: Helm
>
>***Armor Class.*** 18
>
>***Hit Points.*** 50
>
> Controls movement components, with one 90-degree turn. If the helm is destroyed,
the brig can't turn.
>
>___
>
>### Movement: Sails
>
>***Armor Class.*** 12
>
>***Hit Points.*** 100; -5 ft. speed per 25 damage taken
>
>***Locomotion (water).*** sails, speed 45 ft.; 15 ft. while sailing into the wind;
60 ft. while sailing with the wind
>
>___
>
>### Weapon: Cannon (2)
>
>***Armor Class.*** 15
>
>***Hit Points.*** 50
>
>*Ranged Weapon Attack:* +6 to hit, reach 120/480 ft., one target. *Hit:* 16 (3d10)
bludgeoning damage
>
>___
>
>### Weapon: Carronade
>
>***Armor Class.*** 15
>
>***Hit Points.*** 30
>
>*Ranged Weapon Attack:* +6 to hit, reach 120/480 ft., one target. *Hit:* 11 (2d10)
bludgeoning damage
>
>___
>
>### Actions
>
>On its turn, the brig can move using its control and one movement component, and
attack with its weapons. If it has half its crew or fewer, it moves at half speed
and can only use half its weapons (rounded down).
>___

```
```

___
>## Carrack
>
>Gargantuan vehicle (130 ft. by 20 ft.)
>___
>- **Cost** ฿300,000,000
>- **Upgrade Slots** 8
>- **Crew Maximum** 100 crew, 40 passengers
>- **Cargo Capacity** 150 tons
>- **Travel Pace** 3 miles per hour (72 miles per day)
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 22 (+6) | 4 (-3) | 18 (+4) | 0 | 0 | 0 |
>___
>- **Damage Immunities** poison, psychic
>- **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened,
incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
>___
>
>### Hull
>
>***Armor Class.*** 15
>
>***Hit Points.*** 400 (damage threshold 20)
>___
>
>### Control: Helm
>
>***Armor Class.*** 16
>
>***Hit Points.*** 50
>
> Controls movement components, with one 90-degree turn. If the helm is destroyed,
the carrack can't turn.
>
>___
>
>### Movement: Sails
>
>***Armor Class.*** 12
>
>***Hit Points.*** 100; -5 ft. speed per 20 damage taken
>
>***Locomotion (water).*** sails, speed 25 ft.; 15 ft. while sailing into the wind;
35 ft. while sailing with the wind
>
>___
>
>### Weapon: Cannon (2)
>
>***Armor Class.*** 15
>
>***Hit Points.*** 50
>
>*Ranged Weapon Attack:* +6 to hit, reach 120/480 ft., one target. *Hit:* 16 (3d10)
bludgeoning damage
>
>___
>
>### Weapon: Large Cannon (2)
>
>***Armor Class.*** 15
>
>***Hit Points.*** 100
>
>*Ranged Weapon Attack:* +5 to hit, reach 200/800 ft. (can't hit targets within 60
ft. of it), one target. *Hit:* 16 (5d10) bludgeoning damage
>
>___
>
>### Actions
>
>On its turn, the carrack can move using its control and one movement component,
and attack with its weapons. If it has half its crew or fewer, it moves at half
speed and can only use half its weapons (rounded down).
>___

<div class='pageNumber auto'></div>


<div class='footnote'>CHAPTER 2 | SHIPS AND SAILING</div>

\page

___
>## Galleon
>
>Gargantuan vehicle (150 ft. by 30 ft.)
>___
>- **Cost** ฿500,000,000
>- **Upgrade Slots** 10
>- **Crew Maximum** 200 crew, 150 passengers
>- **Cargo Capacity** 500 tons
>- **Travel Pace** 4 miles per hour (96 miles per day)
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 26 (+8) | 7 (-2) | 20 (+5) | 0 | 0 | 0 |
>___
>- **Damage Immunities** poison, psychic
>- **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened,
incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
>___
>
>### Hull
>
>***Armor Class.*** 15
>
>***Hit Points.*** 600 (damage threshold 20)
>___
>
>### Control: Helm
>
>***Armor Class.*** 18
>
>***Hit Points.*** 100
>
> Controls movement components, with one 90-degree turn. If the helm is destroyed,
the galleon can't turn.
>
>___
>
>### Movement: Sails
>
>***Armor Class.*** 12
>
>***Hit Points.*** 100; -5 ft. speed per 20 damage taken
>
>***Locomotion (water).*** sails, speed 35 ft.; 15 ft. while sailing into the wind;
50 ft. while sailing with the wind
>
>___
>
>### Weapon: Cannon (6)
>
>***Armor Class.*** 15
>
>***Hit Points.*** 50
>
>*Ranged Weapon Attack:* +6 to hit, reach 120/480 ft., one target. *Hit:* 16 (3d10)
bludgeoning damage
>
>___
>
>### Weapon: Large Cannon (2)
>
>***Armor Class.*** 15
>
>***Hit Points.*** 100
>
>*Ranged Weapon Attack:* +5 to hit, reach 200/800 ft. (can't hit targets within 60
ft. of it), one target. *Hit:* 16 (5d10) bludgeoning damage
>
>___
>
>### Actions
>
>On its turn, the galleon can move using its control and one movement component,
and attack with its weapons. If it has half its crew or fewer, it moves at half
speed and can only use half its weapons (rounded down).
>___

```
```

___
>## Man-O-War
>
>Gargantuan special vehicle (200 ft. by 30 ft.)
>___
>- **Cost** ฿1,000,000,000
>- **Upgrade Slots** 11
>- **Crew Maximum** 400 crew, 300 passengers
>- **Cargo Capacity** 1,000 tons
>- **Travel Pace** 3 miles per hour (72 miles per day)
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 28 (+9) | 4 (-3) | 20 (+5) | 0 | 0 | 0 |
>___
>- **Damage Immunities** poison, psychic
>- **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened,
incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
>___
>
>### Hull
>
>***Armor Class.*** 15
>
>***Hit Points.*** 1000 (damage threshold 20)
>___
>
>### Control: Helm
>
>***Armor Class.*** 16
>
>***Hit Points.*** 50
>
> Controls movement components, with one 90-degree turn. If the helm is destroyed,
the man-o-war can't turn.
>
>___
>
>### Movement: Sails
>
>***Armor Class.*** 12
>
>***Hit Points.*** 100; -5 ft. speed per 20 damage taken
>
>***Locomotion (water).*** sails, speed 25 ft.; 15 ft. while sailing into the wind;
35 ft. while sailing with the wind
>
>___
>
>### Weapon: Cannon (10)
>
>***Armor Class.*** 15
>
>***Hit Points.*** 50
>
>*Ranged Weapon Attack:* +6 to hit, reach 120/480 ft., one target. *Hit:* 16 (3d10)
bludgeoning damage
>
>___
>
>### Weapon: Large Cannon (4)
>
>***Armor Class.*** 15
>
>***Hit Points.*** 100
>
>*Ranged Weapon Attack:* +5 to hit, reach 200/800 ft. (can't hit targets within 60
ft. of it), one target. *Hit:* 16 (5d10) bludgeoning damage
>
>___
>
>### Ram
>
>***Armor Class.*** 18
>
>***Hit Points.*** 100 (threshold 10)
>
>The vehicle has advantage on all saving throws and checks relating to crashing
when it crashes into a creature or object. Any damage it suffers from the crash is
instead applied to the ram. These benefits do not apply if another vehicle crashes
into the vehicle.
>
>___
>
>### Actions
>
>On its turn, the man-o-war can move using its ccontrol and one movement component,
and attack with its weapons. If it has half its crew or fewer, it moves at half
speed and can only use half its weapons (rounded down).
>___

<div class='pageNumber auto'></div>


<div class='footnote'>CHAPTER 2 | SHIPS AND SAILING</div>

\page

___
>## Battleship
>
>Gargantuan special vehicle (300 ft. by 50 ft.)
>___
>- **Cost** ฿3,000,000,000
>- **Upgrade Slots** 12
>- **Crew Maximum** 1000 crew, 500 passengers
>- **Cargo Capacity** 10,000 tons
>- **Travel Pace** 4 miles per hour (96 miles per day)
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 28 (+9) | 4 (-3) | 20 (+5) | 0 | 0 | 0 |
>___
>- **Damage Immunities** poison, psychic
>- **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened,
incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
>___
>
>### Hull
>
>***Armor Class.*** 15
>
>***Hit Points.*** 1000 (damage threshold 20)
>___
>
>### Seastone Bottom
>
>Incorporates seastone onto the bottom of the ship. This allows the ship to pass by
underwater sea beasts, sea kings, and other sea creatures undetected, making it
possible to cross over the calm belt.
>
>___
>
>### Huge Fuel Engine
>
>***Armor Class.*** 16
>
>***Hit Points.*** 100
>
>Counts as 50 crew members and gives power to movement components that require an
engine. Requires fuel (See the "Fueling Your Ship" section).
>
>___
>
>### Control: Helm
>
>***Armor Class.*** 16
>
>***Hit Points.*** 50
>
> Controls movement components, with one 90-degree turn. If the helm is destroyed,
the battleship can't turn.
>
>___
>
>### Movement: Sails
>
>***Armor Class.*** 12
>
>***Hit Points.*** 100; -5 ft. speed per 20 damage taken
>
>***Locomotion (water).*** sails, speed 25 ft.; 15 ft. while sailing into the wind;
35 ft. while sailing with the wind
>
>___
>
>### Movement: Paddle-Wheel
>
>***Armor Class.*** 12
>
>***Hit Points.*** 100; -10 ft. speed per 25 damage taken
>
>***Locomotion (water).*** paddle-wheel, speed 35 ft. when powered by at least one
huge engine.
>
>___
>
>### Weapon: Large Cannon (14)
>
>***Armor Class.*** 15
>
>***Hit Points.*** 100
>
>*Ranged Weapon Attack:* +5 to hit, reach 200/800 ft. (can't hit targets within 60
ft. of it), one target. *Hit:* 16 (5d10) bludgeoning damage
>
>___
>
>### Actions
>
>On its turn, the battleship can move using its control and one movement component,
and attack with its weapons. If it has half its crew or fewer, it moves at half
speed and can only use half its weapons (rounded down).
>___

```
```

## Ship Upgrades

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

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

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

#### Installing Upgrades


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

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

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

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

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

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

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

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

**Gargantuan components.** A gargantuan component takes 1 day for each check to


install, and requires two successful DC checks for each upgrade slot.

*Special components take double the time to install.

### Movement Components

>### Dial Upgrade


>
>***Component Type.*** Special Medium
>
>***Upgrade DC.*** 12 (requires dial proficiency)
>
>***Component Cost.*** ฿5,000,000 + 5% of ship cost.
>
>***Upgrade slots required.*** 1
>
>***Armor Class.*** 12
>
>***Hit Points.*** 25
>
>***Locomotion (water).*** large breath dial or jet dial, adds speed to one
movement component; speed +60 ft. if attached to a medium vehicle; +30 ft. if
attached to a large vehicle; +15 ft. if attached to a huge vehicle; and +10 ft. if
attached to a gargantuan vehicle; stacking with each additional dial attached
(maximum bonus +60 ft.) Adds 1 mph bonus to travel pace for every +10 ft bonus.
>
>A dial will run for up to 2 hours before it needs to be recharged for 8 hours.
>

>### Oars Upgrade


>
>***Component Type.*** Large
>
>***Upgrade DC.*** 10
>
>***Component Cost.*** ฿100,000 + 5% of ship cost.
>
>***Upgrade slots required.*** 1
>
>***Armor Class.*** 12
>
>***Hit Points.*** 100; -5 ft. speed per 25 damage taken.
>
>***Locomotion (water).*** oars, speed based on ship type.
>

>### Sails Upgrade


>
>***Component Type.*** Huge
>
>***Upgrade DC.*** 15
>
>***Component Cost.*** ฿1,000,000 + 10% of ship cost.
>
>***Upgrade slots required.*** 2
>
>***Armor Class.*** 12
>
>***Hit Points.*** 100; -5 ft. speed per 20 damage taken.
>
>***Locomotion (water).*** sails, speed based on ship type.
>

<div class='pageNumber auto'></div>


<div class='footnote'>CHAPTER 2 | SHIPS AND SAILING</div>

\page

>### Paddle-Wheel Upgrade


>
>*Requirement:* At least one huge engine installed on the ship and a control
component
>
>***Component Type.*** Special Huge
>
>***Upgrade DC.*** 17
>
>***Component Cost.*** ฿10,000,000 + 20% of ship cost.
>
>***Upgrade slots required.*** 2
>
>***Armor Class.*** 12
>
>***Hit Points.*** 100; -10 ft. speed per 25 damage taken.
>
>***Locomotion (water).*** paddle-wheel, 35 ft. while the helm is intact. (4 mph)
>

>### Propeller Upgrade


>
>*Requirement:* At least one huge engine installed on the ship and a control
component
>
>***Component Type.*** Special Huge
>
>***Upgrade DC.*** 17
>
>***Component Cost.*** ฿20,000,000 + 20% of ship cost.
>
>***Upgrade slots required.*** 2
>
>***Armor Class.*** 18
>
>***Hit Points.*** 100; -5 ft. speed per 25 damage taken
>
>***Locomotion (water).*** propeller, speed 45 ft. while the helm is intact. (5
mph)
>

>### Rocket Booster Upgrade


>
>*Requirement:* At least one huge engine installed on the ship and a control
component
>
>***Component Type.*** Special Huge
>
>***Upgrade DC.*** 20
>
>***Component Cost.*** ฿100,000,000 + 50% of ship cost.
>
>***Upgrade slots required.*** 2
>
>***Armor Class.*** 18
>
>***Hit Points.*** 100; -1 mile flight speed per 20 damage taken.
>
>The rocket booster allows for a vehicle to fly for up to 5 miles in any direction
it chooses. The ship will fly this way for up to 10 seconds. Afterwards, the ship
will land and the rocket booster will need to spend 24 hours recharging before it
can be used this way again. There is a 25% chance the ship will crash during its
landing (see the "Crashing" section).
>

>### Flight Core Upgrade


>
>*Requirement:* At least one huge engine installed on the ship and a control
component
>
>***Component Type.*** Special Gargantuan
>
>***Upgrade DC.*** 20
>
>***Component Cost.*** ฿500,000,000 + 100% of ship cost.
>
>***Upgrade slots required.*** 3
>
>***Armor Class.*** 18
>
>***Hit Points.*** 100; -5 ft. speed per 20 damage taken
>
>***Locomotion (air).*** Flight, speed 35 ft. if the core is destroyed, the vehicle
falls and crashes. (4 mph)
>

>### Standard Fuel Engine Upgrade


>
>***Component Type.*** Advanced Medium
>
>***Upgrade DC.*** 12
>
>***Component Cost.*** ฿4,000,000
>
>***Upgrade slots required.*** 1
>
>***Armor Class.*** 16
>
>***Hit Points.*** 25
>
>Counts as 4 crew members and gives power to movement components that require an
engine. Requires fuel (See the "Fueling Your Ship" section).
>

>### Large Fuel Engine Upgrade


>
>***Component Type.*** Advanced Large
>
>***Upgrade DC.*** 17
>
>***Component Cost.*** ฿10,000,000
>
>***Upgrade slots required.*** 2
>
>***Armor Class.*** 16
>
>***Hit Points.*** 50
>
>Counts as 10 crew members and gives power to movement components that require an
engine. Requires fuel (See the "Fueling Your Ship" section).
>

>### Huge Fuel Engine Upgrade


>
>***Component Type.*** Advanced Huge
>
>***Upgrade DC.*** 20
>
>***Component Cost.*** ฿50,000,000
>
>***Upgrade slots required.*** 2
>
>***Armor Class.*** 16
>
>***Hit Points.*** 100
>
>Counts as 50 crew members and gives power to movement components that require an
engine. Requires fuel (See the "Fueling Your Ship" section).
>

>### Wing Attachment Upgrade


>
>***Component Type.*** Huge
>
>***Upgrade DC.*** 15
>
>***Component Cost.*** ฿500,000 + 10% of ship cost
>
>***Upgrade slots required.*** 1
>
>***Armor Class.*** 12
>
>***Hit Points.*** 50
>
>A falling vehicle’s rate of descent slows to 60 feet per round, and any crash that
would occur as a result of falling is avoided. Additionally, a ship can glide If
the wings are destroyed while the vehicle is midair, it immediately falls and
crashes.
>

### Control Components

>### Helm Upgrade


>
>***Component Type.*** Large
>
>***Upgrade DC.*** 10
>
>***Component Cost.*** 5% of ship cost
>
>***Upgrade slots required.*** 1
>
>***Armor Class.*** 12
>
>***Hit Points.*** 50
>
>Controls movement components, with one 90-degree turn. If the helm is destroyed,
the vehicle can't turn.
>

>### Control Room Upgrade


>
>***Component Type.*** Special Huge
>
>***Upgrade DC.*** 15
>
>***Component Cost.*** ฿5,000,000 + 10% of ship cost
>
>***Upgrade slots required.*** 2
>
>***Armor Class.*** 15
>
>***Hit Points.*** 100
>
>Controls movement components, with one 90-degree turn. If the control room is
destroyed, the vehicle can't turn. Component has full cover from attacks coming
from outside the vehicle, but not inside.
>

### Hull Components

>### Steel Plating Upgrade


>Note: Can be added after initial construction of the ship.
>
>***Component Type.*** Size is determined by vehicle size
>
>***Upgrade DC.*** 15
>
>***Component Cost.*** ฿50,000,000 + 30% of ship cost
>
>***Upgrade slots required.*** 2
>
>Incorporates Steel plating around the hull of the ship, further strengthening its
resistance. The hull's damage threshold is increased by 5, it is now immune to
necrotic damage, and its armor class increases to 18. However, the vehicle now
moves at half its current speed.

>### Element Resistant Wax Upgrade


>Note: Can be added after initial construction of the ship.
>
>***Component Type.*** Special (Size is determined by vehicle size)
>
>***Upgrade DC.*** 15
>
>***Component Cost.*** ฿5,000,000 + 30% of ship cost
>
>***Upgrade slots required.*** 1
>
>Applies a special wax coating around the vehicle. This wax grants the hull
resistance to any one chosen damage type until the coating is removed. Only one
type of coating can be actively applied to a vehicle at a time.

<div class='pageNumber auto'></div>


<div class='footnote'>CHAPTER 2 | SHIPS AND SAILING</div>

\page

>### Adam Wood Upgrade


>
>***Component Type.*** Special (Size is determined by vehicle size)
>
>***Upgrade DC.*** 17
>
>***Component Cost.*** ฿100,000,000 + 50% of ship cost
>
>***Upgrade slots required.*** 1
>
>Incorporates Adam Wood into the hull of the ship, further strengthening its
durability. The hull's damage threshold is increased by 5 and the vehicle receives
a +2 bonus to armor class on all its components.

>### Seastone Bottom Upgrade


>
>***Component Type.*** Special (Size is determined by vehicle size)
>
>***Upgrade DC.*** 20
>
>***Component Cost.*** ฿300,000,000 + 50% of ship cost
>
>***Upgrade slots required.*** 1
>
>Incorporates seastone onto the bottom of the ship. This allows the ship to pass by
underwater sea beasts, sea kings, and other sea creatures undetected, making it
possible to cross over the calm belt.

>### Docking Upgrade


>
>*Requirement:* Vehicle must be gargantuan
>
>***Component Type.*** Gargantuan
>
>***Upgrade DC.*** 15
>
>***Component Cost.*** ฿10,000,000 + 30% of ship cost
>
>***Upgrade slots required.*** 2
>
>Part of the hull. Allows for up to 7 Huge or smaller vehicles to be stored or
docked within the vehicle. One vehicle can be released from docking per turn.

### Weapon Components

>### Carronade Upgrade


>
>***Component Type.*** Medium
>
>***Upgrade DC.*** 10
>
>***Component Cost.*** ฿10,000,000
>
>***Upgrade slots required.*** 1
>
>***Armor Class.*** 15
>
>***Hit Points.*** 30
>
>*Ranged Weapon Attack:* +6 to hit, reach 120/480 ft., one target. *Hit:* (2d10)
bludgeoning damage
>

>### Cannon Upgrade


>
>***Component Type.*** Medium
>
>***Upgrade DC.*** 10
>
>***Component Cost.*** ฿20,000,000
>
>***Upgrade slots required.*** 1
>
>***Armor Class.*** 15
>
>***Hit Points.*** 50
>
>*Ranged Weapon Attack:* +6 to hit, reach 120/480 ft., one target. *Hit:* (3d10)
bludgeoning damage
>

>### Large Cannon Upgrade


>
>***Component Type.*** Medium
>
>***Upgrade DC.*** 12
>
>***Component Cost.*** ฿80,000,000
>
>***Upgrade slots required.*** 1
>
>***Armor Class.*** 15
>
>***Hit Points.*** 100
>
>*Ranged Weapon Attack:* +5 to hit, reach 200/800 ft., one target. *Hit:* (5d10)
bludgeoning damage
>

>### Harpoon Cannon Upgrade


>
>***Component Type.*** Medium
>
>***Upgrade DC.*** 10
>
>***Component Cost.*** ฿25,000,000
>
>***Upgrade slots required.*** 1
>
>***Armor Class.*** 15
>
>***Hit Points.*** 50
>
>*Ranged Weapon Attack:* +6 to hit, reach 120/400 ft., one target. *Hit:* (3d6)
piercing damage and grapples the target with thick rope and harpoon (escape DC 15).
The thick rope has AC 10, 15 hit points, vulnerability to fire, and immunity to
bludgeoning, poison, and psychic damage.
>

>### Ram Upgrade


>
>***Component Type.*** Large
>
>***Upgrade DC.*** 15
>
>***Component Cost.*** ฿50,000,000
>
>***Upgrade slots required.*** 1
>
>***Armor Class.*** 18
>
>***Hit Points.*** 100 (threshold 10)
>
>The vehicle has advantage on all saving throws and checks relating to crashing
when it crashes into a creature or object. Any damage it suffers from the crash is
instead applied to the ram. These benefits do not apply if another vehicle crashes
into the vehicle.
>

>### Flamethrower Upgrade


>
>*Requirement:* At least one huge engine installed on the ship and a control
component
>
>***Component Type.*** Special Huge
>
>***Upgrade DC.*** 20
>
>***Component Cost.*** ฿300,000,000
>
>***Upgrade slots required.*** 2
>
>***Armor Class.*** 18
>
>***Hit Points.*** 100
>
>**Flamethrower.** The flamethrower sprays a 30-foot cone of fire. Each creature in
the area must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) fire
damage. A flammable object hit by this weapon ignites if it isn’t being worn or
carried. Afterwards, the flamethrower will need to spend 24 hours recharging before
it can be used this way again.
>

>### Beam Cannon Upgrade


>
>*Requirement:* At least one huge engine installed on the ship and a control
component
>
>***Component Type.*** Special Huge
>
>***Upgrade DC.*** 20
>
>***Component Cost.*** ฿500,000,000
>
>***Upgrade slots required.*** 2
>
>***Armor Class.*** 18
>
>***Hit Points.*** 100
>
>**Force Beam.** The beam cannon fires a ray of energy in a 90-foot line that is 5
ft. wide. Each creature in the line must succeed on a DC 16 Dexterity saving throw
or take 45 (10d8) force damage. If this damage reduces the creature to 0 Hit
Points, its body becomes a pile of fine gray dust. If the line hits a Medium or
smaller nonmagical object or Creation of magical force, it is disintegrated without
a saving throw. If the target is a Huge or larger object or Creation of magical
force, this beam disintegrates a 5-foot cube of it. Afterwards, the beam cannon
will need to spend 24 hours recharging before it can be used this way again.
>

<div class='pageNumber auto'></div>


<div class='footnote'>CHAPTER 2 | SHIPS AND SAILING</div>

\page

### Acquiring a Ship

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

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

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

## Crew

A ship requires a competent team of crew members to keep it operational when


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

### Officers

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

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

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

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

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

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

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

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

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

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

The downside to recruiting hirelings is that they can be expensive to maintain in


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

```
```

#### Mutiny

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

#### Bonds

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

### Fleet

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

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

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

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

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

<section id="random-npc-tables-name">
<h4 id="random-npc-tables-name">Ship Tragedy Table</h4>
<table>
<thead>
<tr>
<th style="text-align:center">d20</th>
<th style="text-align:center">Tragedy</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">1-5</td>
<td style="text-align:center">Minor Damage: The ship withstands insignificant
scratches and dents which can easily be patched over the remaining duration of the
trip.</td>
</tr>
<tr>
<td style="text-align:center">6-7</td>
<td style="text-align:center">Major Damage: The ship withstands serious damage and
the hit points of its hull are reduced by 50% of its maximum</td>
</tr>
<tr>
<td style="text-align:center">8-9</td>
<td style="text-align:center">Broken Parts: A random component other than the hull
of the ship is completely destroyed during the encounter.</td>
</tr>
<tr>
<td style="text-align:center">10-11</td>
<td style="text-align:center">Plague: The crew becomes diseased during the
encounter. 1d100 percent of the crew dies.</td>
</tr>
<tr>
<td style="text-align:center">12-13</td>
<td style="text-align:center">Deadly Poison: The crew is poisoned during the
encounter. Half of the crew dies.</td>
</tr>
<tr>
<td style="text-align:center">14-15</td>
<td style="text-align:center">Captured: The ship and crew are captured by enemies
during the encounter.</td>
</tr>
<tr>
<td style="text-align:center">16-17</td>
<td style="text-align:center">Launched: The ship and crew are suddenly sprung onto
a nearby sky island and become stranded.</td>
</tr>
<tr>
<td style="text-align:center">18-19</td>
<td style="text-align:center">Mysterious Disappearance: The ship and crew drop all
communication during the encounter and the entire crew vanishes for unknown
reasons. However, the ship can still be recovered.</td>
</tr>
<tr>
<td style="text-align:center">20</td>
<td style="text-align:center">Complete Annihilation: The ship is completely
destroyed and sinks to the bottom of the ocean along with the crew.</td>
</tr>
<tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

<div class='pageNumber auto'></div>


<div class='footnote'>CHAPTER 2 | SHIPS AND SAILING</div>

\page

## Sailing

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

### Travel Pace

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

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

### Fueling Your Ship

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

<section id="random-npc-tables-name">
<h4 id="random-npc-tables-name">Fuel Barrel Cost</h4>
<table>
<thead>
<tr>
<th style="text-align:left">Barrel (Based on Engine Type)</th>
<th style="text-align:right">Weight Per Barrel</th>
<th style="text-align:right">Price Per Barrel</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:left">Standard</td>
<td style="text-align:right">30 lbs.</td>
<td style="text-align:right">฿8,000</td>
</tr>
<tr>
<td style="text-align:left">Large</td>
<td style="text-align:right">100 lbs.</td>
<td style="text-align:right">฿20,000</td>
</tr>
<tr>
<td style="text-align:left">Huge</td>
<td style="text-align:right">300 lbs.</td>
<td style="text-align:right">฿400,000</td>
</tr>
<tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

### Activity While Traveling

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

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

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

#### Fishing

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

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

#### Banquet

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

#### Lookout Duty

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

#### Ship Repair

A character who is a shipwright or is proficient with carpenter's tools can roll a


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

#### Making a Map

A character who is a navigator or is proficient with navigator's tools can spend


the day making a detailed map of the area they've explored. If the crew returns to
the area that has been drawn on the map again, they cannot become lost in it while
sailing.

#### Helping the Kitchen

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

#### Tending to Wounds


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

```
```

### Traveling Events

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

#### 100 Possible Example Events

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

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

<section id="random-npc-tables-name">
<table>
<thead>
<tr>
<th style="text-align:center">d20 or d100</th>
<th style="text-align:center">Event</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">1</td>
<td style="text-align:center">Battle. A sea beast attacks the ship.</td>
</tr>
<tr>
<td style="text-align:center">2</td>
<td style="text-align:center">A lone bounty hunter begins stalking the ship from
miles away.</td>
</tr>
<tr>
<td style="text-align:center">3</td>
<td style="text-align:center">A school of bright fish swarm the ship. Roll for
fishing check at advantage.</td>
</tr>
<tr>
<td style="text-align:center">4</td>
<td style="text-align:center">Random wanted posters are blown onto the ship.</td>
</tr>
<tr>
<td style="text-align:center">5</td>
<td style="text-align:center">A merchant ship passes by, offering the characters
funny-looking food.</td>
</tr>
<tr>
<td style="text-align:center">6</td>
<td style="text-align:center">A tiny island with a single palm tree on it can be
seen.</td>
</tr>
<tr>
<td style="text-align:center">7</td>
<td style="text-align:center">Phosphorescent algae floats in the water, becoming
visible at night.</td>
</tr>
<tr>
<td style="text-align:center">8</td>
<td style="text-align:center">A talking dolphin emerges and attempts to annoy the
crew.</td>
</tr>
<tr>
<td style="text-align:center">9</td>
<td style="text-align:center">An unmanned rowboat full of random trinkets bumps
into the ship.</td>
</tr>
<tr>
<td style="text-align:center">10</td>
<td style="text-align:center">Survivors from a boating accident are stranded on a
small island ahead.</td>
</tr>
<tr>
<td style="text-align:center">11</td>
<td style="text-align:center">Battle. A Marine ship barrels toward the players
ship.</td>
</tr>
<tr>
<td style="text-align:center">12</td>
<td style="text-align:center">A message in a bottle floats past the ship (spot DC
15).</td>
</tr>
<tr>
<td style="text-align:center">13</td>
<td style="text-align:center">Battle. A group of fish-men pirates begin circling
the ship.</td>
</tr>
<tr>
<td style="text-align:center">14</td>
<td style="text-align:center">An island of floating trash and waste is seen
floating ahead.</td>
</tr>
<tr>
<td style="text-align:center">15</td>
<td style="text-align:center">Large sea lilies can be seen sprouting over the
surface of the water.</td>
</tr>
<tr>
<td style="text-align:center">16</td>
<td style="text-align:center">A hollow floating tree trunk carries green lobsters
inside.</td>
</tr>
<tr>
<td style="text-align:center">17</td>
<td style="text-align:center">Battle. A pirate ship attacks with its cannons from
afar.</td>
</tr>
<tr>
<td style="text-align:center">18</td>
<td style="text-align:center">Barrels full of cheap booze can be seen
floating.</td>
</tr>
<tr>
<td style="text-align:center">19</td>
<td style="text-align:center">Large seahorses with saddles appear, wanting players
to ride them.</td>
</tr>
<tr>
<td style="text-align:center">20</td>
<td style="text-align:center">A storm suddenly appears (See "Weather") and blows
fish onto the ship.</td>
</tr>
<tr>
<td style="text-align:center">21</td>
<td style="text-align:center">The ship drifts into the calm belt and must escape
from sea kings.</td>
</tr>
<tr>
<td style="text-align:center">22</td>
<td style="text-align:center">A colossal blowfish trampolines the ship into the sky
(See "Crashing").</td>
</tr>
<tr>
<td style="text-align:center">23</td>
<td style="text-align:center">Battle. A group of bounty hunters attack the
ship.</td>
</tr>
<tr>
<td style="text-align:center">24</td>
<td style="text-align:center">Layers of seaweed encompass the surrounding ocean
surface for the day.</td>
</tr>
<tr>
<td style="text-align:center">25</td>
<td style="text-align:center">A lone researcher on a small boat asks for
directions.</td>
</tr>
<tr>
<td style="text-align:center">26</td>
<td style="text-align:center">A floating village full of friendly citizens can be
seen ahead.</td>
</tr>
<tr>
<td style="text-align:center">27</td>
<td style="text-align:center">Colossal jellyfish begin to cling to the sides of the
ship until pulled off.</td>
</tr>
<tr>
<td style="text-align:center">28</td>
<td style="text-align:center">A navy ship with broken steering is stuck doing
circles in the distance.</td>
</tr>
<tr>
<td style="text-align:center">29</td>
<td style="text-align:center">Battle. A group of tribal warriors riding plesiosaurs
attack the ship.</td>
</tr>
<tr>
<td style="text-align:center">30</td>
<td style="text-align:center">A giant venus fly trap drifts ahead lifelessly,
carrying a pop green.</td>
</tr>
<tr>
<td style="text-align:center">31</td>
<td style="text-align:center">Flaming waterspouts that deal fire damage emerge (See
"Weather").</td>
</tr>
<tr>
<td style="text-align:center">32</td>
<td style="text-align:center">A fake poneglyph sits sunken in shallow water (Spot
DC 14).</td>
</tr>
<tr>
<td style="text-align:center">33</td>
<td style="text-align:center">Glaciers form and then melt quickly around the boat
(See "Crashing").</td>
</tr>
<tr>
<td style="text-align:center">34</td>
<td style="text-align:center">Multi-colored sea turtles spit sparkling water at the
crew.</td>
</tr>
<tr>
<td style="text-align:center">35</td>
<td style="text-align:center">A large ship carrying a map to a nearby sky island
falls from the sky.</td>
</tr>
<tr>
<td style="text-align:center">36</td>
<td style="text-align:center">Life rings carrying skeletons drift by.</td>
</tr>
<tr>
<td style="text-align:center">37</td>
<td style="text-align:center">A pirate Warlord flies overhead, only attacking if
provoked.</td>
</tr>
<tr>
<td style="text-align:center">38</td>
<td style="text-align:center">Battle. A kraken and colossal whale begin fighting
near the ship.</td>
</tr>
<tr>
<td style="text-align:center">39</td>
<td style="text-align:center">An insane samurai rides a giant eagle overhead.</td>
</tr>
<tr>
<td style="text-align:center">40</td>
<td style="text-align:center">Battle. Two pirate ships attempt to sandwich and
board the players ship.</td>
</tr>
<tr>
<td style="text-align:center">41</td>
<td style="text-align:center">Giant manta rays fly out of the sea and carry the
ship at double pace for the day (See "Travel Pace")</td>
</tr>
<tr>
<td style="text-align:center">42</td>
<td style="text-align:center">A purple palm tree sticks out of shallow water. There
is a 50% chance it holds a devil fruit.</td>
</tr>
<tr>
<td style="text-align:center">43</td>
<td style="text-align:center">Battle. Coral reef golems board the ship and
attack.</td>
</tr>
<tr>
<td style="text-align:center">44</td>
<td style="text-align:center">The sea begins to boil, badly burning anyone who
enters the water.</td>
</tr>
<tr>
<td style="text-align:center">45</td>
<td style="text-align:center">A submarine carrying illegal weapons travels beneath
the ship (spot DC 15).</td>
</tr>
<tr>
<td style="text-align:center">46</td>
<td style="text-align:center">A knockup stream shoots the players ship onto a
nearby sky island.</td>
</tr>
<tr>
<td style="text-align:center">47</td>
<td style="text-align:center">A vacationing marine admiral sits in a shallow
sandbar, with a 50% chance of attempting to spot the players ship.</td>
</tr>
<tr>
<td style="text-align:center">48</td>
<td style="text-align:center">Battle. Giant flying scorpions attempt to capture
players.</td>
</tr>
<tr>
<td style="text-align:center">49</td>
<td style="text-align:center">A killer whale carrying a meito in its mouth defends
players from a sea king.</td>
</tr>
<tr>
<td style="text-align:center">50</td>
<td style="text-align:center">A marine battleship is seen miles away, bombing an
island.</td>
</tr>
<tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

<div class='pageNumber auto'></div>


<div class='footnote'>CHAPTER 2 | SHIPS AND SAILING</div>

\page

<section id="random-npc-tables-name">
<table>
<thead>
<tr>
<th style="text-align:center">d20 or d100</th>
<th style="text-align:center">Event</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:center">51</td>
<td style="text-align:center">A floating magnetic island pulls the ship up to
it.</td>
</tr>
<tr>
<td style="text-align:center">52</td>
<td style="text-align:center">Impossibly thick fog surrounds the players ship. Roll
for an additional event.</td>
</tr>
<tr>
<td style="text-align:center">53</td>
<td style="text-align:center">Battle. Ships with poisoned arrows attack the players
ship.</td>
</tr>
<tr>
<td style="text-align:center">54</td>
<td style="text-align:center">Flying starfish hover over the ship and give
directions.</td>
</tr>
<tr>
<td style="text-align:center">55</td>
<td style="text-align:center">A marine prison boat is destroyed by an escaping
giant prisoner.</td>
</tr>
<tr>
<td style="text-align:center">56</td>
<td style="text-align:center">The ocean turns blood red and various bones float to
the surface.</td>
</tr>
<tr>
<td style="text-align:center">57</td>
<td style="text-align:center">A legendary creature can be seen far away, but
disappears when approached.</td>
</tr>
<tr>
<td style="text-align:center">58</td>
<td style="text-align:center">Muscular crab men offer to repair any damage on the
players ship.</td>
</tr>
<tr>
<td style="text-align:center">59</td>
<td style="text-align:center">Battle. A ship from a Yonko's crew attempts to raid
and steal player treasure.</td>
</tr>
<tr>
<td style="text-align:center">60</td>
<td style="text-align:center">An escaping refugee with devil fruit powers is seen
drowning nearby.</td>
</tr>
<tr>
<td style="text-align:center">61</td>
<td style="text-align:center">A huge rift opens in the sea temporarily, threatening
to swallow nearby ships.</td>
</tr>
<tr>
<td style="text-align:center">62</td>
<td style="text-align:center">A colossal goldfish consumes a small nearby
island.</td>
</tr>
<tr>
<td style="text-align:center">63</td>
<td style="text-align:center">Fallen sky islanders ride around in wavers filled
with dials.</td>
</tr>
<tr>
<td style="text-align:center">64</td>
<td style="text-align:center">Swarms of sea termites attack the boat, forming holes
in the hull.</td>
</tr>
<tr>
<td style="text-align:center">65</td>
<td style="text-align:center">Eastern-style umbrellas mysteriously fall from the
sky onto the boat.</td>
</tr>
<tr>
<td style="text-align:center">66</td>
<td style="text-align:center">A flying elephant and other zoo animals offer to take
players on a journey.</td>
</tr>
<tr>
<td style="text-align:center">67</td>
<td style="text-align:center">A volcano instantly rises out of the sea, erupting
within minutes.</td>
</tr>
<tr>
<td style="text-align:center">68</td>
<td style="text-align:center">A corporeal rainbow ahead forms a bridge to a cloud
holding a pot of gold.</td>
</tr>
<tr>
<td style="text-align:center">69</td>
<td style="text-align:center">Battle. A dragon turtle gives chase to players from
far behind.</td>
</tr>
<tr>
<td style="text-align:center">70</td>
<td style="text-align:center">Creepy dolls sit atop empty floating coffins that
drift past.</td>
</tr>
<tr>
<td style="text-align:center">71</td>
<td style="text-align:center">Sea bumble bees bring pollen from nearby to their
underwater hives.</td>
</tr>
<tr>
<td style="text-align:center">72</td>
<td style="text-align:center">An acidic hailstorm which deals acid damage pelts the
players and their ship (See "Weather").</td>
</tr>
<tr>
<td style="text-align:center">73</td>
<td style="text-align:center">The sea freezes over for the day, decreasing travel
pace to 0.</td>
</tr>
<tr>
<td style="text-align:center">74</td>
<td style="text-align:center">Battle. Giant crocodiles with top hats attempt to
dine on players.</td>
</tr>
<tr>
<td style="text-align:center">75</td>
<td style="text-align:center">Large mushrooms stick out of the water, providing
platforms to bounce on.</td>
</tr>
<tr>
<td style="text-align:center">76</td>
<td style="text-align:center">Merfolk request assistance fending off an undersea
tyrant, granting waterbreathing to players temporarily.</td>
</tr>
<tr>
<td style="text-align:center">77</td>
<td style="text-align:center">Large bubbles rise out of nearby water, emitting
verbs when popped.</td>
</tr>
<tr>
<td style="text-align:center">78</td>
<td style="text-align:center">A small island made of icecream appears, but is
actually the lure of a giant anglerfish.</td>
</tr>
<tr>
<td style="text-align:center">79</td>
<td style="text-align:center">Battle. Dozens of crawling claws rain onto the ship
and attack.</td>
</tr>
<tr>
<td style="text-align:center">80</td>
<td style="text-align:center">A vicious thunderstorm rampages for a full day,
requiring three navigation checks to clear (See "Weather").</td>
</tr>
<tr>
<td style="text-align:center">81</td>
<td style="text-align:center">Traveling priests bless players, preventing any bad
weather from occurring around them for 1d4 days.</td>
</tr>
<tr>
<td style="text-align:center">82</td>
<td style="text-align:center">Fish-men running a seafood stall offer extremely
overpriced food to humans.</td>
</tr>
<tr>
<td style="text-align:center">83</td>
<td style="text-align:center">Battle. An admiral and marine fleet give chase to
players and attempt to surround them.</td>
</tr>
<tr>
<td style="text-align:center">84</td>
<td style="text-align:center">A kind aquamarine dragon has lost its eggs to
poachers, and requests help from the players.</td>
</tr>
<tr>
<td style="text-align:center">85</td>
<td style="text-align:center">Light rain showers the players ship (See "Weather"),
but fully heals all creatures and undestroyed structures it touches.</td>
</tr>
<tr>
<td style="text-align:center">86</td>
<td style="text-align:center">Battle. Giant vultures drop cannonballs onto the
players ship.</td>
</tr>
<tr>
<td style="text-align:center">87</td>
<td style="text-align:center">A gas weapon explodes near the ship, spreading a
deadly disease to players.</td>
</tr>
<tr>
<td style="text-align:center">88</td>
<td style="text-align:center">A solar eclipse occurs, blinding players who look
directly into it for 1d4 days.</td>
</tr>
<tr>
<td style="text-align:center">89</td>
<td style="text-align:center">The players ship enters a field that has zero
gravity, but doesn't affect travel pace.</td>
</tr>
<tr>
<td style="text-align:center">90</td>
<td style="text-align:center">Battle. A yonko fleet attempts to surround players,
demanding a large toll be paid.</td>
</tr>
<tr>
<td style="text-align:center">91</td>
<td style="text-align:center">A powerful EMP hits the ship, disabling all
electronics, compasses, and log poses for 1d4 days.</td>
</tr>
<tr>
<td style="text-align:center">92</td>
<td style="text-align:center">A rainbow-colored barrel full of fake devil fruits is
delivered to the players by rainbow penguins. There is a 10% chance one of the
devil fruits is actually real.</td>
</tr>
<tr>
<td style="text-align:center">93</td>
<td style="text-align:center">Titanic shadows can be seen from the sky, looking
over the players ship.</td>
</tr>
<tr>
<td style="text-align:center">94</td>
<td style="text-align:center">Visible schools of fish underwater form a map to a
hidden island nearby.</td>
</tr>
<tr>
<td style="text-align:center">95</td>
<td style="text-align:center">The ship crashes into a real poneglyph in shallow
water (See "Crashing").</td>
</tr>
<tr>
<td style="text-align:center">96</td>
<td style="text-align:center">Floating fortresses demand that players allow their
goods to be inspected or face imprisonment.</td>
</tr>
<tr>
<td style="text-align:center">97</td>
<td style="text-align:center">Friendly sirens encourage players, raising morale and
giving inspiration.</td>
</tr>
<tr>
<td style="text-align:center">98</td>
<td style="text-align:center">Battle. A nearby elbaf battleship threatens to attack
all evil crews and ships on sight.</td>
</tr>
<tr>
<td style="text-align:center">99</td>
<td style="text-align:center">A mist rises out of the sea for a minute, causing
players to hallucinate.</td>
</tr>
<tr>
<td style="text-align:center">100</td>
<td style="text-align:center">Battle. A number of sea kings chase the players
ship.</td>
</tr>
<tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

```
```
#### Additional Events

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

#### Getting lost

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

On the grand line, travel rules work differently. It is virtually impossible to


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

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

### Weather

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

#### Generating Weather

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

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

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

<section id="random-npc-tables-name">
<h4 id="random-npc-tables-name">Standard Weather Event Table</h4>
<table>
<thead>
<tr>
<th style="text-align:center">d100</th>
<th style="text-align:center">Weather Event Difficulty Category</th>
</tr>
</thead>
<tr>
<td style="text-align:center">1-50</td>
<td style="text-align:center">Easy Weather Event (Diffuclty DC 10)</td>
</tr>
<tr>
<td style="text-align:center">51-80</td>
<td style="text-align:center">Medium Weather Event (Diffuclty DC 10)</td>
</tr>
<tr>
<td style="text-align:center">81-99</td>
<td style="text-align:center">Hard Weather Event (Difficulty DC 12)</td>
</tr>
<tr>
<td style="text-align:center">100</td>
<td style="text-align:center">Extreme Weather Event (Difficulty DC 14)</td>
</tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

<section id="random-npc-tables-name">
<h4 id="random-npc-tables-name">Grand Line Weather Event Table</h4>
<table>
<thead>
<tr>
<th style="text-align:center">d100</th>
<th style="text-align:center">Weather Event Difficulty Category</th>
</tr>
</thead>
<tr>
<td style="text-align:center">1-30</td>
<td style="text-align:center">Easy Weather Event (Diffuclty DC 10)</td>
</tr>
<tr>
<td style="text-align:center">31-50</td>
<td style="text-align:center">Medium Weather Event (Diffuclty DC 10)</td>
</tr>
<tr>
<td style="text-align:center">61-80</td>
<td style="text-align:center">Hard Weather Event (Difficulty DC 12)</td>
</tr>
<tr>
<td style="text-align:center">81-99</td>
<td style="text-align:center">Extreme Weather Event (Difficulty DC 14)</td>
</tr>
<tr>
<td style="text-align:center">100</td>
<td style="text-align:center">Hellish Weather Event (Difficulty DC 15)</td>
</tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

#### Weather Event Type

After rolling on a Weather Event table, the difficulty or category of weather is


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

<section id="random-npc-tables-name">
<h4 id="random-npc-tables-name">Easy Weather Event</h4>
<table>
<thead>
<tr>
<th style="text-align:left">1d4</th>
<th style="text-align:center">Climate</th>
<th style="text-align:right">Duration</th>
<th style="text-align:right">Event</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:left">1</td>
<td style="text-align:center">Moderate</td>
<td style="text-align:right">2d12 hours</td>
<td style="text-align:right">Light Rain or Fog</td>
</tr>
<tr>
<td style="text-align:left">2</td>
<td style="text-align:center">Windy</td>
<td style="text-align:right">2d12 hours</td>
<td style="text-align:right">High Winds</td>
</tr>
<tr>
<td style="text-align:left">3</td>
<td style="text-align:center">Hot</td>
<td style="text-align:right">2d12 hours</td>
<td style="text-align:right">Heat Wave</td>
</tr>
<tr>
<td style="text-align:left">4</td>
<td style="text-align:center">Cold</td>
<td style="text-align:right">2d12 hours</td>
<td style="text-align:right">Freezing Cold</td>
</tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

<div class='pageNumber auto'></div>


<div class='footnote'>CHAPTER 2 | SHIPS AND SAILING</div>

\page

<section id="random-npc-tables-name">
<h4 id="random-npc-tables-name">Medium Weather Event</h4>
<table>
<thead>
<tr>
<th style="text-align:left">1d4</th>
<th style="text-align:center">Climate</th>
<th style="text-align:right">Duration</th>
<th style="text-align:right">Event</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:left">1</td>
<td style="text-align:center">Moderate</td>
<td style="text-align:right">1d12 hours</td>
<td style="text-align:right">Heavy Rain</td>
</tr>
<tr>
<td style="text-align:left">2</td>
<td style="text-align:center">Windy</td>
<td style="text-align:right">1d12 hours</td>
<td style="text-align:right">Fast Winds</td>
</tr>
<tr>
<td style="text-align:left">3</td>
<td style="text-align:center">Hot</td>
<td style="text-align:right">1d12 hours</td>
<td style="text-align:right">Scorching Heat</td>
</tr>
<tr>
<td style="text-align:left">4</td>
<td style="text-align:center">Cold</td>
<td style="text-align:right">1d12 hours</td>
<td style="text-align:right">Snowfall</td>
</tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

<section id="random-npc-tables-name">
<h4 id="random-npc-tables-name">Hard Weather Event</h4>
<table>
<thead>
<tr>
<th style="text-align:left">1d4</th>
<th style="text-align:center">Climate</th>
<th style="text-align:right">Duration</th>
<th style="text-align:right">Event</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:left">1</td>
<td style="text-align:center">Hot or Moderate</td>
<td style="text-align:right">1d4 hours</td>
<td style="text-align:right">Thunderstorm</td>
</tr>
<tr>
<td style="text-align:left">2</td>
<td style="text-align:center">Windy</td>
<td style="text-align:right">1d4 hours</td>
<td style="text-align:right">Stormy Winds</td>
</tr>
<tr>
<td style="text-align:left">3</td>
<td style="text-align:center">Dry</td>
<td style="text-align:right">1d4 hours</td>
<td style="text-align:right">Sandstorm</td>
</tr>
<tr>
<td style="text-align:left">4</td>
<td style="text-align:center">Cold</td>
<td style="text-align:right">1d4 hours</td>
<td style="text-align:right">Blizzard</td>
</tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

<section id="random-npc-tables-name">
<h4 id="random-npc-tables-name">Extreme Weather Event</h4>
<table>
<thead>
<tr>
<th style="text-align:left">1d4</th>
<th style="text-align:center">Climate</th>
<th style="text-align:right">Duration</th>
<th style="text-align:right">Event</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:left">1</td>
<td style="text-align:center">Hot or Moderate</td>
<td style="text-align:right">1d4 hours</td>
<td style="text-align:right">Cyclone</td>
</tr>
<tr>
<td style="text-align:left">2</td>
<td style="text-align:center">Windy</td>
<td style="text-align:right">1 hour</td>
<td style="text-align:right">Waterspout</td>
</tr>
<tr>
<td style="text-align:left">3</td>
<td style="text-align:center">Dry and hot</td>
<td style="text-align:right">1 hour</td>
<td style="text-align:right">Scorching Sands</td>
</tr>
<tr>
<td style="text-align:left">4</td>
<td style="text-align:center">Cold</td>
<td style="text-align:right">1 hour</td>
<td style="text-align:right">Hailstorm</td>
</tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

<section id="random-npc-tables-name">
<h4 id="random-npc-tables-name">Hellish Weather Event</h4>
<table>
<thead>
<tr>
<th style="text-align:left">1d6</th>
<th style="text-align:center">Climate</th>
<th style="text-align:right">Duration</th>
<th style="text-align:right">Event</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:left">1</td>
<td style="text-align:center">Moderate</td>
<td style="text-align:right">1d4 hours</td>
<td style="text-align:right">Chaos Cyclone</td>
</tr>
<tr>
<td style="text-align:left">2</td>
<td style="text-align:center">Windy</td>
<td style="text-align:right">1 hour</td>
<td style="text-align:right">Waterspout Storm</td>
</tr>
<tr>
<td style="text-align:left">3</td>
<td style="text-align:center">Hot</td>
<td style="text-align:right">1 hour</td>
<td style="text-align:right">Firestorm</td>
</tr>
<tr>
<td style="text-align:left">4</td>
<td style="text-align:center">Cold</td>
<td style="text-align:right">1 hour</td>
<td style="text-align:right">Icewave</td>
</tr>
<tr>
<td style="text-align:left">5</td>
<td style="text-align:center">Any</td>
<td style="text-align:right">1 hour</td>
<td style="text-align:right">Meteor Shower</td>
</tr>
<tr>
<td style="text-align:left">6</td>
<td style="text-align:center">Any</td>
<td style="text-align:right">-</td>
<td style="text-align:right">Tsunami</td>
</tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

##### Light Rain or Fog


Light rain or fog lowers visibility.

* Areas past 120 ft. of vision become lightly obscured.


* All fire damage is reduced by 1 point for the duration.

##### High Winds


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

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

##### Heat Wave


The temperature becomes noticeably high for the duration.

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

##### Freezing cold


The temperature becomes noticeably low for the duration.

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

##### Heavy Rain


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

* Areas past 60 ft. of vision become heavily obscured.


* Creatures that move more than 10 ft on a turn must roll a Dexterity saving throw
when traveling across wet surfaces or fall prone.
* All fire damage is reduced by 1d4 points for the duration.

##### Fast Winds


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

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

##### Scorching heat


The temperature becomes extremely high for the duration.

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

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

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

```
```

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

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

##### Stormy Winds


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

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

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

* Areas past 60 ft. of vision become heavily obscured and the sound of shifting
sand and wind overpowers any distant noises.
* A creature that isn't behind total cover takes 2d4 piercing damage each hour.
##### Blizzard
Fast winds carry fast-moving snow that pelts creatures caught within.

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

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

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

##### Waterspout

A waterspout is a tornado that forms over water. It acts as a vortex of violent


winds and water, picking up objects and throwing them.

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

##### Scorching Sands


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

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

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

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

##### Chaos Cyclone


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

* Lightning strikes on a roll of 5 or lower from a d20 every hour instead.


* Characters knocked over are moved 15 feet instead.

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<div class='footnote'>CHAPTER 2 | SHIPS AND SAILING</div>

\page

##### Waterspout Storm

Waterspout storms are when several waterspouts form at once in a thunderstorm.


These follow the same rules as waterspouts and thunderstorms except:

* 1d4 Waterspouts form instead of one.


* Waterspouts move at 90 feet per turn instead.

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

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

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

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

##### Meteor Shower


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

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

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

### Disasters

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

#### Danger Zones

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

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

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

##### Fire: Dexterity Check DC 12

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

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

```
```

##### Explosion: Wisdom (Perception) Check DC 15

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

##### Fog Maze: Wisdom or Intelligence Check DC 15

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

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

If the ship moves at full speed during an encounter, a successful perception


(Wisdom) check, DC 15, must be made by the creature steering the ship or it will
crash into a gargantuan wall (See "Crashing").

##### Plague: Wisdom or Intelligence Check DC 12

A crew is exposed to a diseased animal, a sick group of people, or some form of


bioweapon, causing a plague to break out.

Each creature in the crew must succeed on a DC 12 Constitution saving throw. On a


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

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

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

##### Sudden Obstacle: Dexterity Check DC 12

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

##### Infestation: Wisdom or Intelligence Check DC 12

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

## Naval Combat

These rules provide guidance for using ships in combat.

### Ships and Initiative

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

At the start of the ship's turn, the creature driving the ship decides what the
ship does during its turn.

### Officer Actions

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

#### Aim and Fire

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

#### Brace

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

#### Full Speed Ahead

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

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<div class='footnote'>CHAPTER 2 | SHIPS AND SAILING</div>

\page

<img
src='https://i.imgur.com/IneiBjv.png'
style='position:absolute; bottom:-00px; left:-320px; width:1150px' />

<img
src='https://i.imgur.com/H0ZaKgc.png'
style='position:absolute; bottom:-150px; right:-105px; width:1400px; filter: hue-
rotate(35deg) brightness(100%) saturate(10%)' />

```
```

## Enhanced Naval Combat Rules


Below are several rules designed to spice up naval combat in your campaign. Should
ship-based combat begin to feel monotonous or lackluster, you're encouraged to
integrate any of these rules to rekindle excitement.

### Optional Rule: Unified Crew Initiative


Instead of rolling initiative individually for each creature and separately for
each ship's crew, consider using a singular initiative roll for the entire crew and
their ship. You can use the ship's initiative for this roll, or the Captain or
Helmsman's initiative. This permits both the ship and its crew to operate in
tandem.

This rule is particularly effective for grand naval clashes, enabling crews to
coordinate their actions more efficiently. It's strongly advised to employ this
rule in large-scale naval combat, especially if naval warfare feels overly drawn
out or cumbersome with a large number of creature combatants.

### Optional Rule: Creature Cannon Propulsion


For melee characters feeling sidelined in prolonged, ranged naval conflicts, this
rule offers another tool for more dynamic combat.

When a ship is equipped with cannons, they can also launch living creatures. If
opting to launch a creature rather than a cannonball, the designated cannon
forfeits its attack for that turn. To be propelled, a creature uses 15 feet of its
movement to enter the cannon. The cannon’s size dictates the maximum creature size
it can accommodate: a Carronade holds Small or tinier creatures, a Regular Cannon
can contain Medium or smaller creatures, and a Large Cannon holds up to Large
creatures. Upon ignition, the creature is thrust in a direction of their choosing,
up to the cannon's normal range. Upon landing, an Athletics or Acrobatics check (DC
10) determines the success of the landing. On a failure, the landing creature takes
10 (3d6) bludgeoning damage and gets knocked prone, while a success ensures a safe
landing, with the creautre landing on its feet.

If a propelled creature collides with a solid vertical obstruction, they must make
a Constitution Saving Throw (DC 8 + one per 10 feet traveled). A failed save
inflicts 1d6 bludgeoning damage for every 10 feet travelled, up to a maximum of
20d6, while a successful results in half that amount of damage.

Once a cannon is fired this way, it cannot be used again until the following round.

### Optional Rule: Rope Acrobatics


For heightened drama during close-quarters ship skirmishes, introduce the thrilling
prospect of rope swinging. Successfully swinging requires an Athletics or
Acrobatics check (DC 10). With a successful roll, a creature can swing a distance
equal to twice its Strength or Dexterity score (select one), in any direction. If
they're still aloft post-swing and above a ship's deck and below its upper masts,
they can clutch another rope as a free action, letting them hang mid-air until
their next turn or use their movement to ascend or descend normally. Creatures can
still take actions and attack normally while holding onto a rope this way.

A creature can also make a melee attack mid-swing if another hostile creature is
within its range during the swing. On a hit, the attack gains a bonus +1d4 to its
damage roll. A creautre can only make a swinging attack this way once per turn.

### Optional Rule: Naval Warcasting


Casting using spells or magical powers has always been an integral force in shaping
the tides of battle, and its presence can be felt even stronger when utilized in
naval combat. Spellcasters aboard ships have the unique opportunity to bend the raw
power of their magic in conjunction with the brute force of maritime warfare. By
using a spell on a ship's cannons or components, a spellcaster can choose one of
the following effects based on the spell and affected component:

**Spell-Infused Cannons:** Spellcasters, especially those with evocation or


enchantment tendencies, can meld their power with artillery. Before a cannon or
weapon component is fired, a spellcaster can channel a stored spell into the
cannonball as an action, so long as the spell's casting time is 1 action. When this
enchanted cannonball impacts its target, the stored spell is released at the point
of impact. For example, a cannonball infused with the Hold Person spell might
paralyze a hit crewmember upon detonation. A cannonball infused with the Fireball
spell can release the spell's effect centered at its point of impact. The
spellcaster must expend a spell slot when infusing the cannonball as an action, and
the released spell affects an area equivalent to its normal range or a 10-foot
radius, whichever is smaller.

**Protective Barriers:** Abjuration magic can offer valuable protection to a vessel


and its crew. Tinkerers and other spellcasters can extend spells like Shield or
Protective Ward to envelop parts of their ship, so long as they are standing on the
ship and are within 5 feet of the component they are trying to protect. This
mystical barrier can deflect projectiles or mitigate the impact of spells aimed at
the ship. The larger the area covered, the higher the spell slot required. Covering
a Medium-sized component (such as a cannon) with a spell requires a 1st-level spell
slot or higher, covering a Large component (such as the Helm) requires a 2nd-level
spell slot or higher, covering a Huge Component (such as the Sails) requires a 3rd-
level spell slot or higher, and covering a Gargantuan component (such as the Hull)
requires a 4th-level spell slot or higher. The protection lasts for the duration of
the spell.

**Wind Magic:** Channeling air-based magic (such as from a Gust of Wind spell) into
the sails can allow the ship to maneuver with unmatched grace. For the duration,
the ship can turn on a dime, gains 15 feet of movement during its turn, and gains
advantage on checks related to ship maneuverability. Alternatively, using this on
an enemy ship offensively will allow you to slow its speed and reduce its
maneuvarability. If you do so against its sails, for the duration, the ship can't
turn, it loses 15 feet of movement during its turn, and has disadvantage on checks
related to ship maneuverability

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<div class='footnote'>CHAPTER 2 | SHIPS AND SAILING</div>

\page
## Crashing

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

When a ship crashes, it must immediately make a DC 10 Constitution saving throw. On


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

<section id="random-npc-tables-name">
<h4 id="random-npc-tables-name">Crash Damage</h4>
<table>
<thead>
<tr>
<th style="text-align:left">Size</th>
<th style="text-align:right">Bludgeoning Damage</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:left">Small</td>
<td style="text-align:right">1d6</td>
</tr>
<tr>
<td style="text-align:left">Medium</td>
<td style="text-align:right">1d10</td>
</tr>
<tr>
<td style="text-align:left">Large</td>
<td style="text-align:right">4d10</td>
</tr>
<tr>
<td style="text-align:left">Huge</td>
<td style="text-align:right">8d10</td>
</tr>
<tr>
<td style="text-align:left">Gargantuan</td>
<td style="text-align:right">16d10</td>
</tr>
</tbody>
</table>
</section>
</tbody>
</table>
</section>

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

## Docking a Ship

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

### Shipbuilding and Upgrades


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

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

Alternatively, the crew's shipwright or any number of characters proficient with


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

### Hiring

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

## Ship Salvaging

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

Selling a component requires repairing or refurbishing it beforehand. Parts sold


are only worth 25% of their base value to shipyards. If a component is damaged, an
additional percentage is subtracted from its sell value for every hit point the
component is missing.

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

### Finding a Map


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

### Drawing a Map

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

<img src='https://www.gmbinder.com/images/k6MS76H.png'
style='position:absolute;bottom:0px;right:-10px;width:740px; mix-blend-
mode:multiply;' />

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<div class='footnote'>CHAPTER 2 | SHIPS AND SAILING</div>

\page

#### Example World Map (Section of Grand Line)

<img src='https://www.gmbinder.com/images/4VTWks6.png'
style='position:absolute;bottom:80px;right:35px;width:1050px; mix-blend-
mode:multiply;' />

<div class='pageNumber auto'></div>


<div class='footnote'>CHAPTER 2 | SHIPS AND SAILING</div>

\page

# Chapter 3: Monster Manual

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

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

<img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
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## Sea Creatures

<div style='margin-top:500px;'></div>

___
___
>## Sea King Wyrmling
>
>*Large Monstrosity, unaligned*
>___
>- **Armor Class** 17 (natural armor)
>- **Hit Points** 90 (12d10 + 24)
>- **Speed** 20 ft., swim 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 17 (+3) | 10 (+0) | 15 (+2) | 8 (-1) | 10 (+0) | 10 (+0) |
>___
>- **Saving Throws** Dex +2, Con +4, Wis +2
>- **Damage Resistances** cold
>- **Senses** darkvision 120 ft., passive Perception 10
>- **Languages** Sea King, Telepathy 120 ft. (with others that can hear the "voice
of all things")
>- **Challenge** 4 (1,100 XP)
>___
>***Amphibious.*** The sea king can breathe air and water.
>
>***Siege Monster.*** The sea king deals double damage to objects and structures.
>
>### Actions
>
>***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:*
(1d12 + 3) piercing damage.
>
>***Constrict.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:*
(2d10 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until
this grapple ends, the creature is restrained, and the sea king can’t constrict
another target.
>
>***Tidal Cannon (Recharge 5-6).*** The sea king exhales a 15-foot cone crushing
wave of frigid seawater. Each creature in that area must make a DC 12 Dexterity
saving throw. On a failure, the target takes 11 (2d10) bludgeoning damage and 11
(2d10) cold damage, and is pushed 15 feet away from the sea king and knocked prone.
On a successful save the creature takes half as much damage and isn’t pushed or
knocked prone.

___
___
>## Young Sea King
>
>*Huge Monstrosity, unaligned*
>___
>- **Armor Class** 18 (natural armor)
>- **Hit Points** 178 (17d12 + 68)
>- **Speed** 20 ft., swim 40 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 21 (+5) | 10 (+0) | 19 (+4) | 10 (+0) | 12 (+1) | 12 (+1) |
>___
>- **Saving Throws** Dex +4, Con +8, Wis +5
>- **Damage Resistances** cold
>- **Senses** darkvision 120 ft., passive Perception 11
>- **Languages** Sea King, Telepathy 120 ft. (with others that can hear the "voice
of all things")
>- **Challenge** 10 (5,900 XP)
>___
>***Amphibious.*** The sea king can breathe air and water.
>
>***Siege Monster.*** The sea king deals double damage to objects and structures.
>
>### Actions
>
>**Multiattack.** The sea king can make one Bite attack and one Constrict or Tail
attack.
>
>***Bite.*** *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:*
(1d12 + 5) piercing damage plus (1d12) cold damage.
>
>***Constrict.*** *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target.
*Hit:* (2d10 + 5) bludgeoning damage, and the target is grappled (escape DC 17).
Until this grapple ends, the creature is restrained, and the sea king can’t
constrict another target.
>
>***Tail.*** *Melee Weapon Attack:* +9 to hit, reach 15 ft., one target. *Hit:*
(1d12 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC
17 Strength saving throw or be pushed up to 30 feet away from the sea king and
knocked prone.
>
>***Tidal Cannon (Recharge 5-6).*** The sea king exhales a 30-foot cone crushing
wave of frigid seawater. Each creature in that area must make a DC 16 Dexterity
saving throw. On a failure, the target takes 27 (5d10) bludgeoning damage and 27
(5d10) cold damage, and is pushed 30 feet away from the sea king and knocked prone.
On a successful save the creature takes half as much damage and isn’t pushed or
knocked prone.

___
___
>## Sea King
>
>*Gargantuan Monstrosity, unaligned*
>___
>- **Armor Class** 19 (natural armor)
>- **Hit Points** 341 (22d20 + 110)
>- **Speed** 20 ft., swim 40 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 25 (+7) | 10 (+0) | 20 (+5) | 10 (+0) | 12 (+1) | 12 (+1) |
>___
>- **Saving Throws** Dex +6, Con +11, Wis +7
>- **Damage Resistances** cold
>- **Senses** darkvision 120 ft., passive Perception 11
>- **Languages** Sea King, Telepathy 120 ft. (with others that can hear the "voice
of all things")
>- **Challenge** 17 (18,000 XP)
>___
>***Amphibious.*** The sea king can breathe air and water.
>
>***Siege Monster.*** The sea king deals double damage to objects and structures.
>
>### Actions
>
>**Multiattack.** The sea king can make one Bite attack and one Constrict or Tail
attack.
>
>***Bite.*** *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:*
(2d12 + 7) piercing damage plus (1d12) cold damage.
>
>***Constrict.*** *Melee Weapon Attack:* +13 to hit, reach 20 ft., one target.
*Hit:* (4d10 + 7) bludgeoning damage, and the target is grappled (escape DC 20).
Until this grapple ends, the creature is restrained, and the sea king can’t
constrict another target.
>
>***Tail.*** *Melee Weapon Attack:* +13 to hit, reach 20 ft., one target. *Hit:*
(3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC
20 Strength saving throw or be pushed up to 30 feet away from the sea king and
knocked prone.
>
>***Seawater Cannon (Recharge 5-6).*** The sea king exhales a 60-foot cone crushing
wave of frigid seawater. Each creature in that area must make a DC 18 Dexterity
saving throw. On a failure, the target takes 33 (6d10) bludgeoning damage and 33
(6d10) cold damage, and is pushed 30 feet away from the sea king and knocked prone.
On a successful save the creature takes half as much damage and isn’t pushed or
knocked prone.

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\page

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<img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
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w_640,h_512,strp/lord_of_the_coast_sea_king_of_foosha_village_by_bodskih_de2sra7-
fullview.png?
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___
___
>## Ancient Sea King
>
>*Gargantuan Monstrosity, unaligned*
>___
>- **Armor Class** 21 (natural armor)
>- **Hit Points** 409 (21d20 + 189)
>- **Speed** 30 ft., swim 60 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 28 (+9) | 12 (+1) | 29 (+9) | 14 (+2) | 19 (+4) | 15 (+2) |
>___
>- **Saving Throws** Dex +8, Con +16, Wis +11
>- **Damage Resistances** cold, fire
>- **Senses** truesight 120 ft., passive Perception 21
>- **Languages** Sea King, Telepathy 120 ft. (with others that can hear the "voice
of all things")
>- **Challenge** 24 (62,000 XP)
>___
>***Amphibious.*** The sea king can breathe air and water.
>
>***Legendary Resistances (3/Day).*** If the sea king fails a saving throw, it can
choose to succeed instead.
>
>***Rage of The Sea (Recharges after a Short or Long Rest).*** If the sea king
would be reduced to 0 Hit Points, its current hit point total instead resets to 350
Hit Points, and it recharges its Seawater Cannon. Additionally, the sea king can
now use the options in the “Mythic Actions” section for 1 hour. Award a party an
additional 62,000 XP (124,000 XP total) for defeating the sea king after its Rage
of The Sea activates.
>
>***Siege Monster.*** The sea king deals double damage to objects and structures.
>```
>```
>
>### Actions
>
>**Multiattack.** The sea king can make one Bite attack and one Constrict or Tail
attack.
>
>***Bite.*** *Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:*
(2d12 + 9) piercing damage plus (1d12) cold damage.
>
>***Constrict.*** *Melee Weapon Attack:* +16 to hit, reach 5 ft., one target.
*Hit:* (4d10 + 9) bludgeoning damage, and the target is grappled (escape DC 24).
Until this grapple ends, the creature is restrained, and the sea king can’t
constrict another target.
>
>***Tail.*** *Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:*
(2d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC
24 Strength saving throw or be knocked prone.
>
>***Seawater Cannon (Recharge 5-6).*** The sea king exhales a 90-foot cone wave of
frigid seawater. Each creature in that area must make a DC 24 Dexterity saving
throw. On a failure, the target takes 44 (8d10) bludgeoning damage and 44 (8d10)
cold damage, and is pushed 15 feet away from the sea king and knocked prone. On a
successful save the creature takes half as much damage and isn’t pushed or knocked
prone.
>
>### Legendary Actions
>
>The sea king can take 3 legendary actions, choosing from the options below. Only
one legendary action option can be used at a time and only at the end of another
creature’s turn. The sea king regains spent legendary actions at the start of its
turn.
>
>- **Tail.** The sea king makes one Tail attack.
>- **Move.** The sea king moves up to its speed. If the sea king is swimming, this
movement doesn’t provoke opportunity attacks.
>- **Tidal Wave (Costs 3 Actions).** The sea king unleashes a wave of water that
crashes down in a 90-foot line that is 10 feet wide and 10 feet tall. Each creature
in that area must make a DC 24 Dexterity saving throw, taking 11 (2d10) bludgeoning
damage and 11 (2d10) cold damage on a failed save, or half as much damage on a
successful one.
>
>### Mythic Actions
>
>If the sea king’s Rage of the Sea trait has activated in the last hour, it can use
the options below as legendary actions.
>
>- **Bite.** The sea king makes one Bite attack.
>- **Roar of Storms (Costs 2 Actions).** The sea king unleashes a magical roar.
Each creature in a 60-foot-radius sphere centered on the sea king must succeed on a
DC 24 Constitution saving throw or take 16 (3d10) thunder damage and be knocked
prone.

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\page

### Beast Variant: Sea Beast

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

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

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

***Docile.*** The beast's alignment is generally neutral.

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

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

***Immense Strength.*** The beast's strength score increases to 20, unless it is


already higher. Also, when it makes a melee weapon attack, it gains an extra damage
dice.

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

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

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

___
___
>## Example: Sea Beast [Cow]
>
>*Huge Beast, neutral*
>___
>- **Armor Class** 10 (natural armor)
>- **Hit Points** 115 (12d10 + 124)
>- **Speed** 20 ft., swim 40 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 20 (+5) | 10 (+0) | 14 (+2) | 2 (-4) | 10 (+0) | 4 (-3) |
>___
>- **Damage Resistances** cold
>- **Senses** darkvision 120 ft., passive Perception 10
>- **Languages** -
>- **Challenge** 6 (2,300 XP)
>
>___
>***Amphibious.*** The sea beast can breathe air and water.
>
>***Charge.*** If the sea beast moves at least 20 feet straight toward a target
and then hits it with a gore attack on the same turn, the target takes an extra 7
(2d6) piercing damage.
>### Actions
>
>***Gore.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12
(2d6 + 5) piercing damage.
>
>***Tidal Breath (Recharge 5-6).*** The sea beast exhales a 30-foot cone of cold
seawater. Each creature in that area must make a DC 12 Constitution saving throw,
taking 33 (6d10) cold damage on a failed save, or half as much on a successful one.

___
___
>## Island Whale
>
>*Gargantuan Beast, unaligned*
>___
>- **Armor Class** 13 (natural armor)
>- **Hit Points** 157 (15d12 + 60)
>- **Speed** 0 ft., swim 60 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 25 (+7) | 10 (+0) | 19 (+4) | 3 (-4) | 12 (+1) | 7 (-2) |
>___
>- **Skills** Perception +4
>- **Senses** blindsight 120 ft., passive Perception 14
>- **Languages** -
>- **Challenge** 8 (3,900 XP)
>___
>***Echolocation.*** The whale can't use its blindsight while deafened.
>
>***Hold Breath.*** The whale can hold its breath for 30 minutes
>
>***Keen Hearing.*** The whale has advantage on Wisdom (Perception) checks that
rely on hearing.
>
>***Siege Monster.*** The whale deals double damage to objects and structures.
>
>***Vast Stomach.*** There exists a large open sea full of stomach acid in the
whale's stomach which can hold a number of small islands, homes, or ships it
swallows equal to its Constitution modiifer. If the capacity is reached, the whale
cannot swallow anymore objects or creatures. A creature that spends more than a day
in its stomach acid-infused waters falls to 0 hit points and dies as a result of
being digested by the whale, unless the creature remains above water.
>
>***Variant: Adult Island Whale.*** If an island whale is fully grown, it is grows
to epic proportions. Use the "Island Eater" statblock listed later in this section
for the whale, but use the island whale's Echolocation and Keen hearing instead of
the island eater's Reflective Scales trait, use the island whale's Hold Breath
trait instead of the island eater's Water Breathing trait, and use the island
eater's Vast Stomach trait and Swallow ability instead of the island eater's
Annihilating Stomach trait and Swallow ability. Also, the island whale cannot use
its Swallow ability as a part of its legendary actions or multiattack action.
>
>### Actions
>***Multiattack.*** The whale makes two attacks: one with its bite and one with its
tail.
>
>***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 15 ft., one target. *Hit:*
(4d12 + 7) piercing damage. If the target is a creature, it is grappled, escape DC
17. Until this grapple ends, the target is restrained, and the island eater can't
bite another target
>
>***Tail.*** *Melee Weapon Attack:* +10 to hit, reach 20 ft., one target. *Hit:*
(3d8 + 7) bludgeoning damage.
>
>***Swallow (Recharge 6).*** If the whale has half of its movement remaining, it
moves into a space that is occupied by one or more creatures. Any creature or
vehicle in the area must succeed on a DC 17 Dexterity saving throw or it becomes
swallowed by the whale. On a success, a target is pushed 10 feet out of the whale's
space. If there is no empty space to be pushed into, the target is knocked prone is
knocked prone in the whale's space if its a creature. If there is a fixed object
with 50 hit points or less in the space, it is destroyed. Otherwise, the whale is
pushed out of the space into a nearby empty space it can fit into.

___
___
>## Royal Squid
>
>*Huge Beast, unaligned*
>___
>- **Armor Class** 13 (natural armor)
>- **Hit Points** 104 (11d12 + 33)
>- **Speed** 10 ft., swim 60 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 24 (+5) | 13 (+1) | 17 (+3) | 4 (-3) | 10 (+0) | 4 (-3) |
>___
>- **Skills** Perception +4, Stealth +5
>- **Senses** blindsight 60 ft., passive Perception 14
>- **Languages** -
>- **Challenge** 6 (2,300 XP)
>___
>***Hold Breath.*** While out of water, the squid can hold its breath for 1 hour.
>
>***Siege Monster.*** The squid deals double damage to objects and structures.
>
>***Underwater Camouflage.*** The squid has advantage on Dexterity (Stealth)
checks made while underwater.
>
>***Water Breathing.*** The squid can breathe only underwater.
>
>### Actions
>***Multiattack.*** The squid makes two tentacle attacks, one of which it can
replace with its Fling.
>
>***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* (4d8
+ 5) piercing damage.
>
>***Tentacle.*** *Melee Weapon Attack:* +8 to hit, reach 20 ft., one target. *Hit:*
(1d6 + 5) bludgeoning damage. The target is grappled, escape DC 17 Until the
grapple ends, the target is restrained and has disadvantage on Strength checks and
Strength saving throws, and the squid can't use the same tentacle on another
target. The squid has two tentacles, each of which can grapple one target.
>
>***Fling.*** One Medium or smaller object held or creature grappled by the squid
is thrown up to 30 feet in a random direction and knocked prone. If a thrown target
strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10
feet it was thrown. If the target is thrown at another creature, that creature must
succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked
prone.

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<div class='footnote'>CHAPTER 3 | MONSTER MANUAL</div>

\page

___
___
>## Horn Shark
>
>*Huge Beast, unaligned*
>___
>- **Armor Class** 13 (natural armor)
>- **Hit Points** 126 (11d12 + 55)
>- **Speed** 0 ft., swim 50 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 23 (+6) | 11 (+0) | 21 (+5) | 1 (-5) | 10 (+0) | 5 (-3) |
>___
>- **Skills** Perception +3
>- **Senses** passive Perception 13
>- **Challenge** 5 (1,800 XP)
>___
>***Blood Frenzy.*** The shark has advantage on melee attack rolls against any
creature that doesn't have all its hit points.
>
>***Charge.*** If the shark moves at least 20 ft. straight toward a target and then
hits it with a gore attack on the same turn, the target takes an extra 9 (2d8)
bludgeoning damage. If the target is a creature, it must succeed on a DC 16
Strength saving throw or be knocked prone.
>
>***Water Breathing.*** The shark can breathe only underwater.
>
>### Actions
>
>***Bite.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:*
(3d10 + 6) piercing damage.
>
>***Gore.*** *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:*
(3d8 + 6) bludgeoning damage.

___
___
>## Bananawani (F-Wani)
>
>*Huge Beast, unaligned*
>___
>- **Armor Class** 14 (natural armor)
>- **Hit Points** 85 (9d12 + 27)
>- **Speed** 60 ft., swim 50 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 21 (+5) | 12 (+1) | 17 (+3) | 2 (-4) | 10 (+0) | 7 (-2) |
>___
>- **Skills** Stealth +5
>- **Senses** passive Perception 10
>- **Challenge** 5 (1,800 XP)
>___
>
>***Hold Breath.*** The bananawani can hold its breath for 30 minutes.
>
>### Actions
>***Multiattack.*** The bananawani makes two attacks: one with its bite and one
with its tail.
>
>***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:*
(3d10 + 5) piercing damage. The target is grappled, escape dc 16 Until this grapple
ends, the target is restrained, and the bananawani can't bite another target
>
>***Tail.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:*
(2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC
16 Strength saving throw or be knocked prone

___
___
>## Flying Fish
>
>*Large Beast, unaligned*
>___
>- **Armor Class** 13 (natural armor)
>- **Hit Points** 16 (3d10)
>- **Speed** 0 ft., fly 50 ft., swim 60 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 12 (+1) | 15 (+2) | 11 (+0) | 2 (-4) | 12 (+1) | 5 (-3) |
>___
>- **Senses** passive Perception 11
>- **Challenge** 1/2 (100 XP)
>___
>
>***Charge.*** If the flying fish moves at least 20 ft. straight toward a target
and then hits it with a ram attack on the same turn, the target takes an extra 7
(2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11
Strength saving throw or be knocked prone.
>
>***Hold Breath.*** While out of water, the flying fish can hold its breath for 5
minutes.
>
>***Water Breathing.*** The flying fish can breathe only underwater.
>
>### Actions
>
>***Ram.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* (1d6
+ 1) bludgeoning damage.

___
___
>## Super Spot-Billed Duck
>
>*Large Beast, unaligned*
>___
>- **Armor Class** 11
>- **Hit Points** 19 (3d10+3)
>- **Speed** 60 ft., fly 10 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 18 (+4) | 12 (+1) | 13 (+1) | 2 (-4) | 12 (+1) | 7 (-2) |
>___
>- **Senses** passive Perception 10
>- **Challenge** 1/2 (100 XP)
>___
>
>***Pack Tactics.*** The duck has advantage on an Attack roll against a creature if
at least one of the duck's allies is within 5 ft. of the creature and the ally
isn't Incapacitated.
>
>
>### Actions
>
>***Bill.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* (2d6
+ 4) piercing damage.

___
___
>## Kung Fu Dugong
>
>*Small Beast, lawful neutral*
>___
>- **Armor Class** 14 (natural armor)
>- **Hit Points** 26 (4d8+8)
>- **Speed** 40 ft., swim 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 10 (+0) | 17 (+3) | 14 (+2) | 3 (-4) | 15 (+2) | 7 (-2) |
>___
>- **Skills** Acrobatics +5, Stealth +5
>- **Senses** passive Perception 12
>- **Challenge** 1/2 (100 XP)
>___
>
>***Pack Tactics.*** The dugong has advantage on an Attack roll against a creature
if at least one of the dugong's allies is within 5 ft. of the creature and the ally
isn't Incapacitated.
>
>
>### Actions
>***Multiattack.*** The dugong makes two melee attacks.
>
>***Unarmed Strike.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target.
*Hit:* (1d6 + 3) bludgeoning damage.
>
>***Shell Shuriken.*** *Ranged Weapon Attack:* +5 to hit, reach 20/60 ft., one
target. *Hit:* (1d4 + 3) piercing damage.

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\page

___
___
>## Little Fighting Fish
>
>*Large Beast, unaligned*
>___
>- **Armor Class** 12 (natural armor)
>- **Hit Points** 45 (6d10 + 12)
>- **Speed** 0 ft., swim 40 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 21 (+5) | 13 (+1) | 15 (+2) | 2 (-4) | 12 (+1) | 6 (-2) |
>___
>- **Skills** Perception +3
>- **Senses** darkvision 120 ft., passive Perception 13
>- **Challenge** 2 (450 XP)
>___
>***Blood Frenzy.*** The shark has advantage on melee attack rolls against any
creature that doesn't have all its hit points.
>
>***Charge.*** If the fighting fish moves at least 20 ft. straight toward a target
and then hits it with a gore attack on the same turn, the target takes an extra 9
(2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15
Strength saving throw or be knocked prone.
>
>***Swimming Leap.*** The fighting fish's Long Jump is up to 30 ft. and its High
Jump is up to 15 ft., without needing a running start.
>
>***Water Breathing.*** The fighting fish can breathe only underwater.
>
>### Actions
>
>***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* (2d8
+ 5) piercing damage.
>
>***Gore.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* (2d8
+ 5) bludgeoning damage.

___
___
>## Fighting Fish
>
>*Huge Beast, unaligned*
>___
>- **Armor Class** 13 (natural armor)
>- **Hit Points** 94 (9d10 + 45)
>- **Speed** 0 ft., swim 50 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 23 (+6) | 13 (+1) | 21 (+5) | 2 (-4) | 12 (+1) | 6 (-2) |
>___
>- **Skills** Perception +4
>- **Senses** darkvision 120 ft., passive Perception 14
>- **Challenge** 5 (1,800 XP)
>___
>***Blood Frenzy.*** The shark has advantage on melee attack rolls against any
creature that doesn't have all its hit points.
>
>***Charge.*** If the fighting fish moves at least 20 ft. straight toward a target
and then hits it with a gore attack on the same turn, the target takes an extra 9
(2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16
Strength saving throw or be knocked prone.
>
>***Swimming Leap.*** The fighting fish's Long Jump is up to 30 ft. and its High
Jump is up to 15 ft., without needing a running start.
>
>***Water Breathing.*** The fighting fish can breathe only underwater.
>
>### Actions
>
>***Bite.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:*
(3d10 + 6) piercing damage.
>
>***Gore.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* (3d8
+ 6) bludgeoning damage.
>
>***Deadly Leap.*** If the fighting fish jumps at least 15 ft. as part of its
movement, it can then use this action to land on its feet in a space that contains
one or more other creatures. Each of those creatures must succeed on a DC 17
Strength or Dexterity saving throw (target's choice) or be knocked prone and take
14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) piercing damage. On a successful
save, the creature takes only half the damage, isn't knocked prone, and is pushed 5
ft. out of the fighting fish's space into an unoccupied space of the creature's
choice. If no unoccupied space is within range, the creature instead falls prone in
the fighting fish's space.

___
___
>## Yagara Bull
>
>*Large Beast, unaligned*
>___
>- **Armor Class** 11
>- **Hit Points** 19 (3d10+3)
>- **Speed** 10 ft., swim 40 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 18 (+4) | 12 (+1) | 13 (+1) | 2 (-4) | 12 (+1) | 7 (-2) |
>___
>- **Senses** passive Perception 11
>- **Challenge** 1/2 (100 XP)
>___
>
>***Amphibious.*** The yagara bull can breathe air and water.
>
>***Charge.*** If the yagara bull moves at least 20 ft. straight toward a target
and then hits it with a ram attack on the same turn, the target takes an extra 7
(2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14
Strength saving throw or be knocked prone.
>
>### Actions
>
>***Ram.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* (2d6
+ 4) bludgeoning damage.

___
___
>## King Bull
>
>*Gargantuan Beast, unaligned*
>___
>- **Armor Class** 15 (natural armor)
>- **Hit Points** 121 (9d20+27)
>- **Speed** 10 ft., swim 40 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 21 (+5) | 12 (+1) | 17 (+3) | 2 (-4) | 12 (+1) | 7 (-2) |
>___
>- **Saving Throws** Con +6
>- **Senses** passive Perception 11
>- **Challenge** 5 (1,800 XP)
>___
>
>***Amphibious.*** The yagara bull can breathe air and water.
>
>### Actions
>
>***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 20 ft., one target. *Hit:*
(6d8 + 5) piercing damage.
>
>***Tail.*** *Melee Weapon Attack:* +8 to hit, reach 20 ft., one target. *Hit:*
(5d8 + 5) bludgeoning damage. The target must succeed on a dc 14 strength saving
throw or be knocked prone

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\page

___
___
>## Yuda
>
>*Gargantuan Beast, unaligned*
>___
>- **Armor Class** 18 (natural armor)
>- **Hit Points** 247 (15d20 + 90)
>- **Speed** 30 ft., swim 40 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 28 (+9) | 9 (-1) | 22 (+6) | 1 (-5) | 12 (+1) | 3 (-4) |
>___
>- **Saving Throws** Dex +6, Con +11, Wis +7
>- **skills** Perception +3
>- **Damage Resistances** cold
>- **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 13
>- **Languages** -
>- **Challenge** 15 (13,000 XP)
>___
>***Amphibious.*** The yuda can breathe air and water.
>
>### Actions
>
>**Multiattack.** The sea king can make one Bite attack and one Constrict or Tail
attack.
>
>***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:*
(3d8 + 9) piercing damage plus (12d6) poison damage. The target must make a DC 19
Constitution saving throw, taking the poison damage on a failed save, or half as
much damage on a successful one.
>
>***Constrict.*** *Melee Weapon Attack:* +14 to hit, reach 20 ft., one target.
*Hit:* (3d6 + 9) bludgeoning damage, and the target is grappled (escape DC 19).
Until this grapple ends, the creature is restrained, and yuda can’t constrict
another target. While the creature is restrained this way, it takes 21 (6d6)
bludgeoning damage at the start of each of the yuda's turns.
>
>***Tail.*** *Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:*
(3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC
19 Strength saving throw or be pushed up to 30 feet away from the yuda and knocked
prone.
>

___
___
>## Island Eater
>
>*Gargantuan Beast (titan), unaligned*
>___
>- **Armor Class** 25 (natural armor)
>- **Hit Points** 676 (33d20 + 330)
>- **Speed** 0 ft., swim 60 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 30 (+10) | 11 (+0) | 30 (+10) | 3 (-4) | 11 (+0) | 11 (+0) |
>___
>- **Saving Throws** Int +5, Wis +9, Cha +9
>- **Damage Immunities** fire, poison; bludgeoning, piercing, and slashing from
nonmagical attacks
>- **Damage Resistances** cold
>- **Condition Immunities** charmed, fightened, paralyzed, poisoned
>- **Senses** blindsight 120 ft., passive Perception 10
>- **Challenge** 30 (155,000 XP)
>___
>***Annihilating Stomach.*** Any creature reduced to 0 hit points while within the
island eater's stomach is fully digested and dies and can't be revived by any means
short of a wish spell.
>
>***Legendary Resistance (3/Day).*** If the island eater fails a saving throw, it
can choose to succeed instead.
>
>***Magic Resistance.*** The island eater has advantage on saving throws against
spells and other magical effects.
>
>***Reflective Scales.*** Any time the island eater is targeted by a magic missile
spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a
1 to 5, the island eater is unaffected. On a 6, the island eater is unaffected, and
the effect is reflected back at the caster as though it originated from the island
eater, turning the caster into the target.
>
>***Siege Monster.*** The island eater deals double damage to objects and
structures.
>
>***Water Breathing.*** The island eater can breathe only underwater.
>
>### Actions
>
>**Multiattack.** The island eater can use its Frightful Presence. It then makes
five attacks: one with its bite, two with its fins, one with its slam, and one with
its tail. It can use its Swallow instead of its bite.
>
>***Bite.*** *Melee Weapon Attack:* +19 to hit, reach 10 ft., one target. *Hit:*
(4d12 + 10) piercing damage. If the target is a creature, it is grappled, escape
DC 20. Until this grapple ends, the target is restrained, and the island eater
can't bite another target.
>
>***Fin.*** *Melee Weapon Attack:* +19 to hit, reach 15 ft., one target. *Hit:*
(4d8 + 10) bludgeoning damage.
>
>***Slam.*** *Melee Weapon Attack:* +19 to hit, reach 15 ft., one target. *Hit:*
(4d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a
DC 20 Strength saving throw or be knocked prone.
>
>***Tail.*** *Melee Weapon Attack:* +19 to hit, reach 15 ft., one target. *Hit:*
(4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC
20 Strength saving throw or be pushed 30 feet away from the island eater.
>
>***Frightful Presence.*** Each creature of the island eater's choice within 120
feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving throw at the end of each
of its turns, with disadvantage if the island eater is within line of sight, ending
the effect on itself on a success. If a creature's saving throw is successful or
the effect ends for it, the creature is immune to the island eater's Frightful
Presence for the next 24 hours.
>
>***Swallow.*** The island eater makes one bite attack against a Large or smaller
creature it is grappling. If the attack hits, the target takes the bite's damage,
the target is swallowed, and the grapple ends. While swallowed, the creature is
blinded and restrained, it has total cover against attacks and other effects
outside the island eater, and it takes 56 (16d6) acid damage at the start of each
of the island eater's turns.
>
>If the island eater takes 60 damage or more on a single turn from a creature
inside it, the island eater must succeed on a DC 20 Constitution saving throw at
the end of that turn or regurgitate all swallowed creatures and objects, which fall
prone in a space within 10 feet of the island eater. If the island eater dies, a
swallowed creature is no longer restrained by it and can escape from the corpse by
using 30 feet of movement, exiting prone.
>
>### Legendary Actions
>
>The island eater can take 3 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only at the end of
another creature’s turn. The sea king regains spent legendary actions at the start
of its turn.
>
>- **Attack.** The island eater makes one fin or tail attack.
>- **Move.** The island eater moves up to half its speed without provoking an
opportunity attack.
>- **Chomp (Costs 2 Actions).** The island eater makes one bite attack or uses its
swallow.
>

___
___
>## Giant Aquatic Centipede
>
>*Huge Beast, any alignment*
>___
>- **Armor Class** 13 (natural armor)
>- **Hit Points** 157 (15d12 + 60)
>- **Speed** 30 ft., swim 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 24 (+7) | 14 (+2) | 18 (+4) | 1 (-5) | 10 (+0) | 3 (-4) |
>___
>- **Skills** Perception +3
>- **Damage Resistances** cold
>- **Senses** blindsight 30 ft., passive Perception 13
>- **Challenge** 7 (2,900 XP)
>___
>***Amphibious.*** The centipede can breathe air and water.
>
>### Actions
>
>***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:*
(3d10 + 7) piercing damage plus (7d6) poison damage. The target must make a DC 16
Constitution saving throw, taking the poison damage on a failed save, or half as
much damage on a successful one.
>
>***Constrict.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. Hit:
(3d10 + 7) bludgeoning damage, and the target is grappled (escape DC 17). Until
this grapple ends, the creature is restrained, and the centipede can’t constrict
another target.
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<div class='footnote'>CHAPTER 3 | MONSTER MANUAL</div>

\page

<div style='margin-top:700px;'></div>

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___
___
>## Naitamie-Norida Elephant
>
>*Gargantuan monstrosity (island), lawful good*
>___
>- **Armor Class** 22 (natural armor)
>- **Hit Points** 533 (26d20 + 260)
>- **Speed** 60 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 30 (+10) | 14 (+2) | 30 (+10) | 19 (+4) | 20 (+5) | 15 (+2) |
>___
>- **Saving Throws** Con +18, Wis +13, Cha +10
>- **Skills** Intimidation +10, Perception +21
>- **Condition Immunities** Exhaustion, paralyzed, petrified, poisoned, stunned
>- **Senses** blindsight 120 ft., tremorsense 60 ft., passive Perception 31
>- **Languages** Telepathy 120 ft. (with others that can hear the "voice of all
things")
>- **Challenge** 27 (105,000 XP)
>___
>***Ancient Wrath (Recharges after a Short or Long Rest).*** If the Naitamie-Norida
Elephant would be reduced to 0 hit points, its current hit point total instead
resets to 425 hit points, and it recharges its Trunk Slam, and it regains any
expended uses of Legendary Resistance.. Additionally, the elephant can now use the
options in the “Mythic Actions” section for 1 hour. Award a party an additional
105,000 XP (210,000 XP total) for defeating the elephant after its Ancient Wrath
activates.
>
>***Legendary Resistances (4/Day).*** If the Naitamie-Norida Elephant fails a
saving throw, it can choose to succeed instead.
>
>***Long Legs.*** The Naitamie-Norida Elephant can walk through bodies of water
normally using its walking speed, as its legs will extend to the sea floor.
>
>***Trampling Charge.*** If the Naitamie-Norida Elephant moves at least 20 ft.
straight toward a creature and then hits it with a gore attack on the same turn,
that target must succeed on a DC 26 Strength saving throw or be knocked prone. If
the target is prone, the elephant can make one stomp attack against it as a bonus
action.
>
>### Actions
>
>**Multiattack.** The elephant makes one Trunk or Gore attack and one Stomp attack.
>
>***Gore.*** *Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:*
(4d8 + 10) piercing damage.
>
>***Trunk.*** *Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:*
(4d12 + 10) bludgeoning damage. If the target is a creature, it must succeed on a
DC 26 Strength saving throw or be pushed 30 feet away from the elephant and knocked
prone.
>
>***Stomp.*** *Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:*
(4d10 + 10) bludgeoning damage.
>
>***Trunk Slam (Recharge 5-6).*** The elephant winds up and slams its trunk
downward with all its strength in a 120-foot line that is 10 feet wide, striking
everything beneath it. Each creature in that line must make a DC 26 Dexterity
saving throw, taking 78 (12d12) bludgeoning damage and is knocked prone on a failed
save, or taking half as much damage and isn't knocked prone on a successful one.
>
>***Water Pump (Recharges after a Short or Long Rest).*** The elephant pumps water
from its trunk into an area within 120 feet of it. It covers a square mile of area
with rushing seawater that fills any cracks or recesses. A creature that starts its
turn in the moving water must make a DC 20 Strength saving throw or be knocked
prone and be pushed up to 30 feet in the direction the water is moving. The moving
water settles after 1 minute.
>
>### Legendary Actions
>
>The Naitamie-Norida Elephant can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a time and only at
the end of another creature’s turn. The elephant regains spent legendary actions at
the start of its turn.
>
>- **Gore.** The elephant makes one Gore attack.
>- **Move.** The elephant moves up to half its speed.
>- **Thrash (Costs 3 Actions).** The elephant thrashes violently, shaking every
creature on it or nearby. Any creature currently on the elephant or standing within
120 feet of it must succeed on a DC 26 Strength saving throw or be knocked prone.
>
>### Mythic Actions
>
>If the Naitamie-Norida Elephant’s Ancient Wrath trait has activated in the last
hour, it can use the options below as legendary actions.
>
>- **Trunk.** The elephant makes one Trunk attack.
>- **Deafening Roar (Costs 2 Actions).** The elephant unleashes a deafening roar.
Each creature in a 60-foot-radius sphere centered on the sea king must succeed on a
DC 26 Constitution saving throw or take 16 (3d12) thunder damage and be deafened
until the end of its next turn.

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\page
___
___
>## Adult Bananawani
>
>*Huge Beast, unaligned*
>___
>- **Armor Class** 14 (natural armor)
>- **Hit Points** 136 (13d12 + 52)
>- **Speed** 30 ft., swim 50 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 25 (+7) | 10 (+0) | 19 (+4) | 2 (-4) | 12 (+1) | 9 (-1) |
>___
>- **Skills** Perception +4, Stealth +6
>- **Senses** passive Perception 14
>- **Challenge** 8 (3,900 XP)
>___
>
>***Hold Breath.*** The bananawani can hold its breath for 30 minutes.
>
>### Actions
>***Multiattack.*** The bananawani makes two attacks: one with its bite and one
with its tail.
>
>***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:*
(4d10 + 7) piercing damage. If the target is a Medium or smaller creature, it is
grappled, escape DC 17. Until this grapple ends, the target is restrained, and the
bananawani can't bite another target
>
>***Tail.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:*
(3d8 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC
17 Strength saving throw or be knocked prone

## Sky Creatures

___
___
>## South Bird
>
>*Small Beast, unaligned*
>___
>- **Armor Class** 12
>- **Hit Points** 9 (2d6 + 2)
>- **Speed** 10 ft., fly 60 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 6 (-2) | 14 (+2) | 12 (+1) | 3 (-4) | 14 (+2) | 5 (-3) |
>___
>- **Skills** Perception +4, Stealth +4
>- **Senses** passive Perception 14
>- **Challenge** 1/8 (25 XP)
>___
>
>***Keen Sight.*** The south bird has advantage on Wisdom (Perception) checks that
rely on sight.
>
>***South Pointing.*** The south bird's head always points south.
>
>***Variant: Other Direction Pointing.*** The south bird may be born pointing its
head in a different direction than others. In this case, it might be called a
"North Bird", "East Bird", or "West Bird" instead depending on the direction it
points.
>
>### Actions
>***Beak.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* (1d4
+ 2) piercing damage.
>
>***Variant: Summon Insects (1/Day).*** A swarm of insects appear in an unoccupied
space within 60 feet of the south bird and act as its ally. It remains for 1
minute, or until the south bird dies, or until the south bird dismisses it as an
Action.

___
___
>## Cloud Fox
>
>*Tiny Beast, unaligned*
>___
>- **Armor Class** 12
>- **Hit Points** 2 (1d4)
>- **Speed** 40 ft., burrow 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 3 (-4) | 15 (+2) | 10 (+0) | 3 (-4) | 12 (+1) | 7 (-2) |
>___
>- **Skills** Perception +3, Stealth +4
>- **Senses** passive Perception 13
>- **Challenge** 0 (10 XP)
>___
>```
>```
>
>***Keen Smell.*** The cloud fox has advantage on Wisdom (Perception) checks that
rely on smell.
>
>***Cloud Tunneler.*** The fox can Burrow through cloud at half its Burrow speed
and leaves a 2-foot-diameter tunnel in its wake.
>
>
>### Actions
>***Bite.*** *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* (1)
piercing damage.

___
___
>## Three-length Bird
>
>*Large Beast, neutral evil*
>___
>- **Armor Class** 10
>- **Hit Points** 19 (3d10 + 3)
>- **Speed** 10 ft., fly 60 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 15 (+2) | 10 (+0) | 13 (+1) | 6 (-2) | 12 (+1) | 7 (-2) |
>___
>- **Skills** Perception +3
>- **Senses** passive Perception 13
>- **Languages** understands Common but can't speak
>- **Challenge** 1 (200 XP)
>___
>
>***Keen Sight and Smell.*** The three-length bird has advantage on Wisdom
(Perception) checks that rely on sight or smell.
>
>***Pack Tactics.*** The three-length bird has advantage on an attack roll against
a creature if at least one of the three-length bird's allies is within 5 ft. of the
creature and the ally isn't incapacitated.
>
>### Actions
>
>***Multiattack.*** The three-length bird makes two attacks: one with its beak and
one with its talons.
>
>***Beak.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* (2d4
+ 2) piercing damage.
>
>***Talons.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:*
(2d6 + 2) slashing damage.
>
>***Variant: Flame Dial Breath (Recharge 5-6).*** The three-length bird exhales
fire from a flame dial in its mouth in a 20-foot line that is 5 feet wide. Each
creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6)
fire damage on a failed save, or half as much damage on a successful one.

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\page

___
___
>## Octopus Balloon
>
>*Small Beast, unaligned*
>___
>- **Armor Class** 12
>- **Hit Points** 3 (1d6)
>- **Speed** 5 ft., swim 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 4 (-3) | 15 (+2) | 11 (+0) | 3 (-4) | 10 (+0) | 4 (-3) |
>___
>- **Skills** Perception +2, Stealth +4
>- **Senses** passive Perception 12
>- **Challenge** 0 (10 XP)
>___
>
>***Hold Breath.*** While out of water or sea cloud, the octopus can hold its
breath for 30 minutes.
>
>***Underwater Camouflage.*** The octopus has advantage on Dexterity (Stealth)
checks made while underwater or in sea clouds.
>
>***Water Breathing.*** The octopus can breathe only underwater or in sea cloud.
>
>### Actions
>***Tentacles.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:*
(1) bludgeoning damage. The target is grappled, escape dc 10 Until this grapple
ends, the octopus can't use its tentacles on another target
>
>***Inflate.*** The octopus inflates to become gargantuan in size, slowing the fall
of anything it is attached or grappled to. The rate of descent slows to 60 feet per
round until the octopus runs out of breath. If the creature or object lands before
the octopus deflates or lets go, it takes no falling damage and can land on its
feet.
>
>***Ink Cloud (Recharges after a Short or Long Rest).*** A 5-foot-radius cloud of
ink extends all around the octopus. The area is heavily obscured for 1 minute,
although a significant current or wind can disperse the ink. After releasing the
ink, the octopus can use the Dash action as a bonus action.
>

___
___
>## Sky Fish
>
>*Tiny Beast, unaligned*
>___
>- **Armor Class** 13
>- **Hit Points** 1 (1d4-1)
>- **Speed** 0 ft., swim 40 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 2 (-4) | 16 (+3) | 9 (-1) | 1 (-5) | 7 (-2) | 2 (-4) |
>___
>- **Skills** Stealth +5
>- **Senses** blindsight 60 ft., passive Perception 8
>- **Challenge** 0 (10 XP)
>___
>
>***Cloud Breathing.*** The sky fish can breathe only in sea cloud.
>
>### Actions
>***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* (1)
piercing damage.
>

___
___
>## Swarm of Sky Fish
>
>*Medium swarm of tiny beasts, unaligned*
>___
>- **Armor Class** 13
>- **Hit Points** 24 (7d8-7)
>- **Speed** 0 ft., swim 40 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 2 (-4) | 16 (+3) | 9 (-1) | 1 (-5) | 7 (-2) | 2 (-4) |
>___
>- **Skills** Stealth +5
>- **Senses** blindsight 60 ft., passive Perception 8
>- **Challenge** 1/4 (50 XP)
>___
>
>***Swarm.*** The swarm can occupy another creature's space and vice versa, and the
swarm can move through any opening large enough for a Tiny sky fish. The swarm
can't regain hit points or gain temporary hit points.
>
>***Cloud Breathing.*** The sky fish can breathe only in sea cloud.
>
>### Actions
>***Bites (swarm has more than half HP).*** *Melee Weapon Attack:* +5 to hit, reach
0 ft., one target. *Hit:* (2d6) piercing damage.
>
>***Bites (swarm has half HP or less).*** *Melee Weapon Attack:* +5 to hit, reach 0
ft., one target. *Hit:* (1d6) piercing damage.

___
___
>## Sky Shark
>
>*Huge Beast, unaligned*
>___
>- **Armor Class** 13 (natural armor)
>- **Hit Points** 126 (11d12 + 55)
>- **Speed** 0 ft., swim 50 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 23 (+6) | 11 (+0) | 21 (+5) | 1 (-5) | 10 (+0) | 5 (-3) |
>___
>- **Skills** Perception +3
>- **Senses** blindsight 60 ft., passive Perception 13
>- **Challenge** 5 (1,800 XP)
>___
>
>***Blood Frenzy.*** The sky shark has advantage on melee attack rolls against any
creature that doesn't have all its hit points.
>
>***Cloud Breathing.*** The sky shark can breathe only in sea cloud.
>
>### Actions
>***Bite.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:*
(3d10 + 6) piercing damage.

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\page

___
___
>## Sky Lamprey
>
>*Gargantuan monstrosity, unaligned*
>___
>- **Armor Class** 16 (natural armor)
>- **Hit Points** 188 (13d20 + 52)
>- **Speed** 50 ft., burrow 30 ft., swim 50 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 25 (+7) | 7 (-2) | 19 (+4) | 1 (-5) | 8 (-1) | 4 (-3) |
>___
>- **Saving Throws** Con +7, Wis +2
>- **Senses** blindsight 30 ft., tremorsense 60ft., passive Perception 13
>- **Challenge** 8 (3,900 XP)
>___
>
>***Cloud Tunneler.*** The sky lamprey can burrow through solid rock at half its
burrow speed and leaves a 10-foot-diameter tunnel in its wake.
>
>***Amphibious.*** The sky lamprey can breathe air and sea cloud.
>
>### Actions
>
>***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:*
(3d8 + 7) piercing damage. If the target is a Large or smaller creature, it must
succeed on a DC 16 Dexterity saving throw or be swallowed by the lamprey. A
swallowed creature is blinded and restrained, it has total cover against attacks
and other effects outside the lamprey, and it takes 21 (6d6) acid damage at the
start of each of the lamprey's turns. If the lamprey takes 30 damage or more on a
single turn from a creature inside it, the lamprey must succeed on a DC 20
Constitution saving throw at the end of that turn or regurgitate all swallowed
creatures, which fall prone in a space within 10 feet of the lamprey. If the
lamprey dies, a swallowed creature is no longer restrained by it and can escape
from the corpse by using 20 feet of movement, exiting prone.

___
___
>## Sky Dot Bird
>
>*Large Beast, unaligned*
>___
>- **Armor Class** 13
>- **Hit Points** 26 (4d10 + 4)
>- **Speed** 10 ft., fly 80 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 16 (+3) | 17 (+3) | 13 (+1) | 8 (-1) | 14 (+2) | 10 (+0) |
>___
>- **Skills** Perception +4
>- **Senses** passive Perception 14
>- **Languages** understands Common but can't speak it
>- **Challenge** 1 (200 XP)
>___
>
>***Keen Sight.*** The sky dot bird has advantage on Wisdom (Perception) checks
that rely on sight.
>
>### Actions
>***Multiattack.*** The sky dot bird makes two attacks: one with its beak and one
with its talons.
>
>***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:*
(1d6+3) piercing damage.
>
>***Talons.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:*
(2d6+3) slashing damage.

___
___
>## Sayin Goabird
>
>*Gargantuan monstrosity, unaligned*
>___
>- **Armor Class** 15 (natural armor)
>- **Hit Points** 248 (16d20 + 80)
>- **Speed** 20 ft., fly 120 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 16 (+3) | 17 (+3) | 13 (+1) | 8 (-1) | 14 (+2) | 10 (+0) |
>___
>- **Saving Throws** Dex +4, Con +9, Wis +4, Cha +3
>- **Skills** Perception +4
>- **Senses** passive Perception 14
>- **Challenge** 11 (7,200 XP)
>___
>
>***Keen Sight.*** The goabird has advantage on Wisdom (Perception) checks that
rely on sight.
>
>### Actions
>***Multiattack.*** The goabird makes two attacks: one with its beak and one with
its talons.
>
>***Beak.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:*
(4d8+9) piercing damage.
>
>***Talons.*** *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:*
(4d6+9) slashing damage. The target is grappled, escape dc 19 Until this grapple
ends, the target is restrained, and the goabird can't use its talons on another
target

___
___
>## Sayin Goabird Chick
>
>*Medium monstrosity, unaligned*
>___
>- **Armor Class** 13
>- **Hit Points** 22 (4d10)
>- **Speed** 10 ft., fly 10 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 15 (+2) | 16 (+3) | 11 (+0) | 2 (-4) | 12 (+1) | 4 (-3) |
>___
>- **Skills** Perception +3
>- **Senses** passive Perception 13
>- **Challenge** 1/4 (50 XP)
>___
>
>***Keen Sight.*** The chick has advantage on Wisdom (Perception) checks that rely
on sight.
>
>### Actions
>
>***Beak.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:*
(1d8+2) piercing damage.

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\page

## Land Creatures

<div style='margin-top:70px;'></div>

___
___
>## Lapahn
>
>*Medium beast, lawful evil*
>___
>- **Armor Class** 11 (natural armor)
>- **Hit Points** 19 (3d8 + 6)
>- **Speed** 40 ft., climb 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 15 (+2) | 10 (+0) | 14 (+2) | 2 (-4) | 12 (+1) | 7 (-2) |
>___
>- **Skills** Perception +3
>- **Senses** passive Perception 13
>- **Challenge** 1/2 (100 XP)
>___
>
>***Keen Smell.*** The lapahn has advantage on Wisdom (Perception) checks that rely
on smell.
>
>***Standing Leap.*** The lapahn's long jump is up to 20 ft. and its high jump is
up to 10 ft., with or without a running start.
>
>### Actions
>***Multiattack.*** The lapahn makes two attacks: one with its bite and one with
its claws.
>
>***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:*
(1d6+2) piercing damage.
>
>***Claw.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:*
(2d4+2) slashing damage.

___
___
>## Giant God Snake
>
>*Gargantuan monstrosity, unaligned*
>___
>- **Armor Class** 18 (natural armor)
>- **Hit Points** 247 (15d20 + 90)
>- **Speed** 50 ft., swim 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 28 (+9) | 14 (+2) | 22 (+6) | 1 (-5) | 10 (+0) | 3 (-4) |
>___
>- **Saving Throws** Con +11, Wis +4
>- **Skills** Perception +2, Stealth +4
>- **Senses** blindsight 30 ft., passive Perception 12
>- **Challenge** 15 (13,000 XP)
>___
>
>***Forest Camouflage.*** The snake has advantage on Dexterity (Stealth) checks in
forests or jungles.
>
>### Actions
>***Multiattack.*** The snake makes two attacks: one with its bite and one with its
constrict.
>
>***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:*
(4d8+9) piercing damage. If the target is a Large or smaller creature, it must
succeed on a DC 19 Dexterity saving throw or be swallowed by the snake. A swallowed
creature is blinded and restrained, it has total cover against attacks and other
effects outside the snake, and it takes 21 (6d6) acid damage at the start of each
of the snake's turns. If the snake takes 30 damage or more on a single turn from a
creature inside it, the snake must succeed on a DC 21 Constitution saving throw at
the end of that turn or regurgitate all swallowed creatures, which fall prone in a
space within 10 feet of the snake. If the snake dies, a swallowed creature is no
longer restrained by it and can escape from the corpse by using 20 feet of
movement, exiting prone.
>
>***Constrict.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target.
*Hit:* (4d8+9) bludgeoning damage. The target is grappled, escape DC 19 Until this
grapple ends, the creature is restrained, and the snake can't constrict another
target. A grappled creature takes 21 (6d6) bludgeoning damage at the start of each
of its turns.

___
___
>## Snake Weapon
>
>*Tiny beast, unaligned*
>___
>- **Armor Class** 13
>- **Hit Points** 2 (1d4)
>- **Speed** 30 ft., swim 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 2 (-4) | 16 (+3) | 11 (+0) | 1 (-5) | 10 (+0) | 3 (-4) |
>___
>- **Senses** blindsight 10 ft., passive Perception 10
>- **Challenge** 1/8 (25 XP)
>___
>
>***Weapon Form.*** Being trained to be used as a bow, a snake weapon can use its
action to transformform into a functional bow or quarterstaff that can be used by
any creature that has proficiency with using the chosen weapon. It reverts back to
its regular snake form when it falls to 0 hit points or spends a bonus action to do
so.
>
>### Actions
>
>***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* (1)
piercing damage plus 5 (2d4) poison damage. The target must make a DC 10
Constitution saving throw, taking the poison damage on a failed save, or half as
much damage on a successful one.

___
___
>## Blue Gorilla
>
>*Medium beast, unaligned*
>___
>- **Armor Class** 14 (natural armor)
>- **Hit Points** 95 (10d8 + 50)
>- **Speed** 30 ft., swim 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 18 (+4) | 13 (+1) | 20 (+5) | 9 (-1) | 9 (-1) | 9 (-1) |
>___
>- **Skills** Intimidation +2, Perception +2
>- **Damage Resistance** cold, fire
>- **Senses** darkvision 60 ft., passive Perception 12
>- **Challenge** 5 (1,800 XP)
>___
>
>***Aggressive.*** As a bonus action, the blue gorilla can move up to its speed
toward a hostile creature that it can see.
>
>***Pack Tactics.*** The blue gorilla has advantage on an attack roll against a
creature if at least one of the blue gorilla's allies is within 5 ft. of the
creature and the ally isn't incapacitated.
>
>### Actions
>***Multiattack.*** The blue gorilla makes two attacks with its greataxe.
>
>***Greataxe.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:*
(1d12+4) slashing damage.
>
>### Reactions
>***Unbridled Fury.*** In response to being hit by a melee attack, the blue gorilla
can make one melee attack with advantage against the attacker.

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\page

___
___
>## Komadane
>
>*Large beast, unaligned*
>___
>- **Armor Class** 13 (natural armor)
>- **Hit Points** 22 (3d10 + 6)
>- **Speed** 60 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 18 (+4) | 14 (+2) | 15 (+2) | 2 (-4) | 12 (+1) | 7 (-2) |
>___
>- **Skills** Perception +3
>- **Senses** passive Perception 13
>- **Challenge** 1/2 (100 XP)
>___
>
>***Keen Hearing and Smell.*** The komadane has advantage on Wisdom (Perception)
checks that rely on hearing or smell.
>
>***Pack Tactics.*** The komadane has advantage on an attack roll against a
creature if at least one of the komadane's allies is within 5 ft. of the creature
and the ally isn't incapacitated.
>
>### Actions
>
>***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* (2d6
+ 4) piercing damage. If the target is a creature, it must succeed on a DC 14
Strength saving throw or be knocked prone

___
___
>## Komainu
>
>*Huge beast, unaligned*
>___
>- **Armor Class** 13 (natural armor)
>- **Hit Points** 119 (14d10 + 42)
>- **Speed** 50 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 19 (+4) | 15 (+2) | 17 (+3) | 6 (-2) | 12 (+1) | 12 (+1) |
>___
>- **Skills** Perception +7, Stealth +6
>- **Senses** darkvision 60 ft., passive Perception 17
>- **Challenge** 6 (2,300 XP)
>___
>
>***Keen Smell.*** The komainu has advantage on Wisdom (Perception) checks that
rely on smell.
>
>***Pack Tactics.*** The komainu has advantage on an attack roll against a creature
if at least one of the komainu's allies is within 5 ft. of the creature and the
ally isn't incapacitated.
>
>***Pounce.*** If the komainu moves at least 20 ft. straight toward a creature and
then hits it with a claw attack on the same turn, that target must succeed on a DC
14 Strength saving throw or be knocked prone. If the target is prone, the komainu
can make one bite attack against it as a bonus action.
>
>***Running Leap.*** With a 10-foot running start, the komainu can long jump up to
25 ft.
>
>
>### Actions
>
>***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:*
(4d10 + 4) piercing damage.
>
>***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* (4d8
+ 4) slashing damage.

___
___
>## Komashika
>
>*Large beast, unaligned*
>___
>- **Armor Class** 11
>- **Hit Points** 22 (3d10 + 6)
>- **Speed** 60 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 18 (+4) | 13 (+1) | 15 (+2) | 2 (-4) | 10 (+0) | 7 (-2) |
>___
>- **Senses** passive Perception 10
>- **Challenge** 1/2 (100 XP)
>___
>
>***Trampling Charge.*** If the komashika moves at least 20 ft. straight toward a
target and then hits it with a ram attack on the same turn, that target must
succeed on a DC 14 Strength saving throw or be knocked prone. If the target is
prone, the komashika can make an attack with its hooves against it as a bonus
action.
>
>### Actions
>
>***Ram.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* (2d6
+ 4) piercing damage.
>
>***Hooves.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:*
(2d4 + 4) slashing damage.
___
___
>## Komatori
>
>*Large beast, unaligned*
>___
>- **Armor Class** 11
>- **Hit Points** 19 (3d10 + 3)
>- **Speed** 60 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 17 (+3) | 12 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 7 (-2) |
>___
>- **Senses** passive Perception 10
>- **Challenge** 1/2 (100 XP)
>___
>
>***Trampling Charge.*** If the komatori moves at least 20 ft. straight toward a
target and then hits it with a talon attack on the same turn, that target must
succeed on a DC 13 Strength saving throw or be knocked prone. If the target is
prone, the komatori can make an attack with its beak against it as a bonus action.
>
>### Actions
>
>***Beak.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* (2d6
+ 3) piercing damage.
>
>***Talons.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:*
(2d4 + 3) slashing damage.

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\page

## Den Den Mushi

<div style='margin-top:700px;'></div>

<img src="https://i.imgur.com/PbzSWW0.png" style="position:absolute; width:55%;


left:260px; bottom:1000px; transform:scaleX(1)rotate(-15deg);">

<div style='margin-top:70px;'></div>

___
___
>## Standard Den Den Mushi
>
>*Tiny beast, neutral*
>___
>- **Armor Class** 11 (natural armor)
>- **Hit Points** 2 (1d4)
>- **Speed** 5 ft., climb 5 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 2 (-4) | 5 (-3) | 11 (+0) | 4 (-3) | 10 (+0) | 8 (-1) |
>___
>- **Senses** darkvision 60 ft., passive Perception 10
>- **Languages** Any languages it can hear, telepathy global (only with other
willing Den Den Mushi devices)
>- **Challenge** 0 (10 XP)
>___
>***Customizable.*** The Den Den Mushi can be modified and decorated to resemble
its owner using special accessories. It can otherwise be altered by its owner in
any way they see fit, so long as it doesn't damage or harm the snail in any
significant way. When purchasing a Den Den Mushi from a store, it is possible to
bundle in such accessories along with the original price of the Den Den Mushi.
>
>***Communication Tool.*** The Den Den Mushi serves as a natural communication
device that can be used to contact other Den Den Mushi owners or perform a variety
of advanced functions that would normally be designated to electronic devices, such
as cameras, telephones, cell phones, projectors, etc.
>
>The Standard Den Den Mushi is used as a real world telephone. It has a dial,
receiver, and other parts that allow for it to telepathically communicate with
other Standard Den Den Mushi phone devices. To contact another Den Den Mushi user
using one's own Den Den Mushi, one must touch the Den Den Mushi and spend an action
to dial the target creature's Den Den Mushi number into the dialer implanted into
the Den Den Mushi's shell. The Den Den Mushi user receiving a call will have to
pick up the receiver using an action after hearing it ring in order to connect a
telepathic line between both Den Den Mushi devices. With the ability to perfectly
emulate the speech and facial expressions of the creature on the other line, it
serves as a representation of the individual a user is calling as they look and
speak into it, and vice versa with the user as well. A creature must remain within
5 feet of the Den Den Mushi at all times to be able to communicate through it. To
end the communication line, one of the call participants must spend a bonus action
to "hang up" the Den Den Mushi.
>
>***Variant: Baby Den Den Mushi.*** A younger Den Den Mushi is much smaller than an
adult Den Den Mushi, and can be concealed much more easily. It will still function
the same as a regular Den Den Mushi, except its telepathy range is only 10 miles.
>
>### Actions
>
>***Bite.*** *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* (1)
piercing damage.
>
>***Shell Defense.*** The Den Den Mushi withdraws into its shell, gaining a +4
bonus to AC until it emerges and cannot use its Communication Tool trait or Bite.
It can emerge from its shell as a bonus action on its turn.

___
___
>## Black Den Den Mushi
>
>*Tiny beast, neutral*
>___
>- **Armor Class** 11 (natural armor)
>- **Hit Points** 2 (1d4)
>- **Speed** 5 ft., climb 5 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 2 (-4) | 15 (+2) | 11 (+0) | 4 (-3) | 10 (+0) | 8 (-1) |
>___
>- **Skills** Stealth +4
>- **Senses** darkvision 60 ft., passive Perception 10
>- **Languages** Any languages it can hear, telepathy global (only with other Den
Den Mushi devices it can intercept)
>- **Challenge** 0 (10 XP)
>___
>***Customizable.*** The Den Den Mushi can be modified and decorated to resemble
its owner using special accessories. It can otherwise be altered by its owner in
any way they see fit, so long as it doesn't damage or harm the snail in any
significant way. When purchasing a Den Den Mushi from a store, it is possible to
bundle in such accessories along with the original price of the Den Den Mushi.
>
>***Communication Tool.*** The Den Den Mushi serves as a natural communication
device that can be used to contact other Den Den Mushi owners or perform a variety
of advanced functions that would normally be designated to electronic devices, such
as cameras, telephones, cell phones, projectors, etc.
>
>The Black Den Den Mushi is capable of eavesdropping into the telepathic
communication line between other Den Den Mushi devices undetected. To do so, the
Black Den Den Mushi's user must touch the Black Den Den Mushi and spend an action
to intercept a call in between two Den Den Mushi users it knows and the Black Den
Den Mushi must make a Dexterity (Stealth) check against the target Den Den Mushis'
passive Perception. If this check succeeds, the line is successfully intercepted,
and the Black Den Den Mushi can relay and save any portion of the call for its user
to hear. The Black Den Den Mushi can intercept a call for up to 10 minutes, until
the call ends, or until its user ends the interception as a bonus action. Once this
feature is used, the Black Den Den Mushi cannot be used for 1 hour.
>
>
>### Actions
>
>***Bite.*** *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* (1)
piercing damage.
>
>***Shell Defense.*** The Den Den Mushi withdraws into its shell, gaining a +4
bonus to AC until it emerges and cannot use its Communication Tool trait or Bite.
It can emerge from its shell as a bonus action on its turn.

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<div class='footnote'>CHAPTER 3 | MONSTER MANUAL</div>

\page

___
___
>## White Den Den Mushi
>
>*Tiny beast, neutral*
>___
>- **Armor Class** 11 (natural armor)
>- **Hit Points** 2 (1d4)
>- **Speed** 5 ft., climb 5 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 2 (-4) | 5 (-3) | 11 (+0) | 4 (-3) | 15 (+2) | 8 (-1) |
>___
>- **Skills** Perception +10
>- **Senses** darkvision 60 ft., passive Perception 20
>- **Languages** -
>- **Challenge** 0 (10 XP)
>___
>***Customizable.*** The Den Den Mushi can be modified and decorated to resemble
its owner using special accessories. It can otherwise be altered by its owner in
any way they see fit, so long as it doesn't damage or harm the snail in any
significant way. When purchasing a Den Den Mushi from a store, it is possible to
bundle in such accessories along with the original price of the Den Den Mushi.
>
>***Communication Tool.*** The Den Den Mushi serves as a natural communication
device that can be used to contact other Den Den Mushi owners or perform a variety
of advanced functions that would normally be designated to electronic devices, such
as cameras, telephones, cell phones, projectors, etc.
>
>The White Den Den Mushi is used to neutralize Black Den Den Mushi eavesdropping. A
White Den Den Mushi can be attached or unattached to any Den Den Mushi by its user
as an action. While attached to a Den Den Mushi this way, when a Black Den Den
Mushi is attempting to intercept that Den Den Mushi's telepathic communication
line, it must beat the White Den Den Mushi's passive perception instead of the Den
Den Mushi it is attached to in order to succeed.
>
>
>### Actions
>
>***Bite.*** *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* (1)
piercing damage.
>
>***Shell Defense.*** The Den Den Mushi withdraws into its shell, gaining a +4
bonus to AC until it emerges and cannot use its Communication Tool trait or Bite.
It can emerge from its shell as a bonus action on its turn.

___
___
>## Horned Den Den Mushi
>
>*Tiny beast, neutral*
>___
>- **Armor Class** 11 (natural armor)
>- **Hit Points** 2 (1d4)
>- **Speed** 5 ft., climb 5 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 2 (-4) | 5 (-3) | 11 (+0) | 4 (-3) | 10 (+0) | 8 (-1) |
>___
>- **Senses** darkvision 60 ft., passive Perception 10
>- **Languages** -
>- **Challenge** 0 (10 XP)
>___
>***Customizable.*** The Den Den Mushi can be modified and decorated to resemble
its owner using special accessories. It can otherwise be altered by its owner in
any way they see fit, so long as it doesn't damage or harm the snail in any
significant way. When purchasing a Den Den Mushi from a store, it is possible to
bundle in such accessories along with the original price of the Den Den Mushi.
>
>***Communication Tool.*** The Den Den Mushi serves as a natural communication
device that can be used to contact other Den Den Mushi owners or perform a variety
of advanced functions that would normally be designated to electronic devices, such
as cameras, telephones, cell phones, projectors, etc.
>
>The Horned Den Den Mushi can be used to jam telepathic transmissions from other
Den Den Mushi devices in the area. To do so, its user must touch the Horned Den Den
Mushi and use an action to either activate or deactivate this jamming effect. While
this effect is active, any other Den Den Mushi within 1 mile of the Horned Den Den
Mushi cannot use their telepathy to contact or communicate with other Den Den Mushi
devices.
>
>
>### Actions
>
>***Bite.*** *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* (1)
piercing damage.
>
>***Shell Defense.*** The Den Den Mushi withdraws into its shell, gaining a +4
bonus to AC until it emerges and cannot use its Communication Tool trait or Bite.
It can emerge from its shell as a bonus action on its turn.

___
___
>## Cameko Den Den Mushi
>
>*Tiny beast, neutral*
>___
>- **Armor Class** 11 (natural armor)
>- **Hit Points** 2 (1d4)
>- **Speed** 5 ft., climb 5 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 2 (-4) | 5 (-3) | 11 (+0) | 4 (-3) | 15 (+2) | 8 (-1) |
>___
>- **Senses** darkvision 120 ft., passive Perception 12
>- **Languages** Any languages it can hear, telepathy global (only with willing
Proko Den Den Mushi devices)
>- **Challenge** 0 (10 XP)
>___
>***Customizable.*** The Den Den Mushi can be modified and decorated to resemble
its owner using special accessories. It can otherwise be altered by its owner in
any way they see fit, so long as it doesn't damage or harm the snail in any
significant way. When purchasing a Den Den Mushi from a store, it is possible to
bundle in such accessories along with the original price of the Den Den Mushi.
>
>***Communication Tool.*** The Den Den Mushi serves as a natural communication
device that can be used to contact other Den Den Mushi owners or perform a variety
of advanced functions that would normally be designated to electronic devices, such
as cameras, telephones, cell phones, projectors, etc.
>
>The Cameko Den Den Mushi can use its sight to capture images and videos and store
them. To do so, its user much touch the Cameko Den Den Mushi and spend an action to
capture or record a picture or video of anything the Cameko Den Den Mushi can see
for the duration. A Cameko Den Den Mushi can store this information and send it to
a willing Proko Den Den Mushi device to project and play the visual information.
>
>### Actions
>
>***Bite.*** *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* (1)
piercing damage.
>
>***Shell Defense.*** The Den Den Mushi withdraws into its shell, gaining a +4
bonus to AC until it emerges and cannot use its Communication Tool trait or Bite.
It can emerge from its shell as a bonus action on its turn.

___
___
>## Proko Den Den Mushi
>
>*Huge beast, neutral*
>___
>- **Armor Class** 16 (natural armor)
>- **Hit Points** 52 (5d10+25)
>- **Speed** 10 ft., climb 10 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 2 (-4) | 5 (-3) | 20 (+5) | 4 (-3) | 15 (+2) | 8 (-1) |
>___
>- **Senses** darkvision 120 ft., passive Perception 12
>- **Languages** Any languages it can hear, telepathy global (only with willing
Cameko Den Den Mushi devices)
>- **Challenge** 1/4 (50 XP)
>___
>***Customizable.*** The Den Den Mushi can be modified and decorated to resemble
its owner using special accessories. It can otherwise be altered by its owner in
any way they see fit, so long as it doesn't damage or harm the snail in any
significant way. When purchasing a Den Den Mushi from a store, it is possible to
bundle in such accessories along with the original price of the Den Den Mushi.
>
>***Communication Tool.*** The Den Den Mushi serves as a natural communication
device that can be used to contact other Den Den Mushi owners or perform a variety
of advanced functions that would normally be designated to electronic devices, such
as cameras, telephones, cell phones, projectors, etc.
>
>The Proko Den Den Mushi can use its eyes to project and broadcast visual
information sent telepathically to it by Cameko Den Den Mushi onto a screen up to
192 feet wide and 108 feet high.
>
>### Actions
>
>***Bite.*** *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* (1)
piercing damage.
>
>***Shell Defense.*** The Den Den Mushi withdraws into its shell, gaining a +4
bonus to AC until it emerges and cannot use its Communication Tool trait or Bite.
It can emerge from its shell as a bonus action on its turn.

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<div class='footnote'>CHAPTER 3 | MONSTER MANUAL</div>

\page

___
___
>## Projector Den Den Mushi
>
>*Tiny beast, neutral*
>___
>- **Armor Class** 11 (natural armor)
>- **Hit Points** 2 (1d4)
>- **Speed** 5 ft., climb 5 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 2 (-4) | 5 (-3) | 11 (+0) | 4 (-3) | 15 (+2) | 8 (-1) |
>___
>- **Senses** darkvision 120 ft., passive Perception 12
>- **Languages** -
>- **Challenge** 0 (10 XP)
>___
>***Customizable.*** The Den Den Mushi can be modified and decorated to resemble
its owner using special accessories. It can otherwise be altered by its owner in
any way they see fit, so long as it doesn't damage or harm the snail in any
significant way. When purchasing a Den Den Mushi from a store, it is possible to
bundle in such accessories along with the original price of the Den Den Mushi.
>
>***Communication Tool.*** The Den Den Mushi serves as a natural communication
device that can be used to contact other Den Den Mushi owners or perform a variety
of advanced functions that would normally be designated to electronic devices, such
as cameras, telephones, cell phones, projectors, etc.
>
>The Projector Den Den Mushi can use its sight to view images with one eye and
project them onto a larger screen with the other eye. To do so, its user much touch
the Projector Den Den Mushi and spend an action to capture a picture of anything
the Projector Den Den Mushi can see for the duration. It can then project this
visual information onto a screen up to 192 feet wide and 108 feet high.
>
>### Actions
>
>***Bite.*** *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* (1)
piercing damage.
>
>***Shell Defense.*** The Den Den Mushi withdraws into its shell, gaining a +4
bonus to AC until it emerges and cannot use its Communication Tool trait or Bite.
It can emerge from its shell as a bonus action on its turn.

___
___
>## Golden Den Den Mushi
>
>*Tiny beast, neutral*
>___
>- **Armor Class** 18 (natural armor)
>- **Hit Points** 2 (1d4)
>- **Speed** 0 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 2 (-4) | 5 (-3) | 11 (+0) | 4 (-3) | 10 (+0) | 8 (-1) |
>___
>- **Senses** darkvision 60 ft., passive Perception 10
>- **Languages** Any languages it can hear, telepathy global (only with a willing
Silver Den Den Mushi device)
>- **Challenge** 0 (10 XP)
>___
>***Customizable.*** The Den Den Mushi can be modified and decorated to resemble
its owner using special accessories. It can otherwise be altered by its owner in
any way they see fit, so long as it doesn't damage or harm the snail in any
significant way. When purchasing a Den Den Mushi from a store, it is possible to
bundle in such accessories along with the original price of the Den Den Mushi.
>
>***Communication Tool.*** The Den Den Mushi serves as a natural communication
device that can be used to contact other Den Den Mushi owners or perform a variety
of advanced functions that would normally be designated to electronic devices, such
as cameras, telephones, cell phones, projectors, etc.
>
>The Golden Den Den Mushi is an incredibly rare breed that is only able to send a
single signal to a Silver Den Den Mushi. In order to send this signal, the user of
the Golden Den Den Mushi must touch a button on the shell of the Golden Den Den
Mushi as an action, and it will send an activation signal and its current
coordinates to a Silver Den Den Mushi.
>
>***Variant: Baby Den Den Mushi.*** A younger Den Den Mushi is much smaller than an
adult Den Den Mushi, and can be concealed much more easily. It will still function
the same as a regular Den Den Mushi, except its telepathy range is only 10 miles.
>
>### Actions
>

___
___
>## Silver Den Den Mushi
>
>*Tiny beast, neutral*
>___
>- **Armor Class** 11 (natural armor)
>- **Hit Points** 2 (1d4)
>- **Speed** 5 ft., climb 5 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:-------:|:-------:|:-------:|:------:|:-------:|:------:|
>| 2 (-4) | 5 (-3) | 11 (+0) | 4 (-3) | 10 (+0) | 8 (-1) |
>___
>- **Senses** darkvision 60 ft., passive Perception 10
>- **Languages** Any languages it can hear, telepathy global (only with a willing
Golden Den Den Mushi device)
>- **Challenge** 0 (10 XP)
>___
>***Customizable.*** The Den Den Mushi can be modified and decorated to resemble
its owner using special accessories. It can otherwise be altered by its owner in
any way they see fit, so long as it doesn't damage or harm the snail in any
significant way. When purchasing a Den Den Mushi from a store, it is possible to
bundle in such accessories along with the original price of the Den Den Mushi.
>
>***Communication Tool.*** The Den Den Mushi serves as a natural communication
device that can be used to contact other Den Den Mushi owners or perform a variety
of advanced functions that would normally be designated to electronic devices, such
as cameras, telephones, cell phones, projectors, etc.
>
>The Silver Den Den Mushi is a rare breed is used for the sole purpose of
activating an alarm when it receives a signal from a Golden Den Den Mushi. When it
receives such a signal, it will generate a loud alarm sound that can be heard from
up to 100 feet away.
>
>### Actions
>
>***Bite.*** *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* (1)
piercing damage.
>
>***Shell Defense.*** The Den Den Mushi withdraws into its shell, gaining a +4
bonus to AC until it emerges and cannot use its Communication Tool trait or Bite.
It can emerge from its shell as a bonus action on its turn.

___

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<div class='footnote'>CHAPTER 3 | MONSTER MANUAL</div>

\page

## Marines

<div style='margin-top:300px;'></div>

<img src="https://i.imgur.com/ctGtgJe.png" style="position:absolute; width:70%;


left:200px; bottom:830px; transform:scaleX(1)rotate(-10deg);">
___
___
>## Marine Soldier [Recruit]
>
>*Medium humanoid (any race), lawful good*
>___
>- **Armor Class** 12 (thick shirt)
>- **Hit Points** 11 (2d8+2)
>- **Speed** 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 11 (+0) | 10 (+0) |
>___
>- **Skills** Athletics +3, Perception +2
>- **Senses** passive Perception 12
>- **Languages** Common
>- **Challenge** 1/8 (25 XP)
>___
>
>***Marine Formation.*** The Marine Soldier receives a +2 bonus to AC if one or
more of its allies are within 5 ft. of it and aren't incapacitated.
>
>### Actions
>
>***Cutlass.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4
(1d6+1) slashing damage
>
>***Musket.*** *Ranged Weapon Attack:* +3 to hit, reach 80/320 ft., one target.
*Hit:* 5 (1d8+1) bludgeoning damage

___

___
___
>## Marine Soldier [Lieutenant]
>
>*Medium humanoid (any race), lawful good*
>___
>- **Armor Class** 14 (light bulletproof shirt)
>- **Hit Points** 32 (5d8+10)
>- **Speed** 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 12 (+1) | 15 (+2) | 14 (+2) | 10 (+0) | 11 (+0) | 12 (+1) |
>___
>- **Skills** Athletics +3, Intimidation +3, Perception +2
>- **Senses** passive Perception 12
>- **Languages** Common
>- **Challenge** 1/2 (100 XP)
>___
>
>***Marine Formation.*** The Marine Soldier receives a +2 bonus to AC if one or
more of its allies are within 5 ft. of it and aren't incapacitated.
>
>***Shorter Loading.*** The Marine Soldier only needs to spend a bonus action to
fully reload Bazookas or Machine Guns. They must still use the loading properties.
>
>### Actions
>
>***Multiattack.*** The Marine Soldier makes two melee attacks.
>
>***Shortsword.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target.
*Hit:* 5 (1d6+2) piercing damage
>
>***Bazooka.*** *Ranged Weapon Attack:* +4 to hit, reach 60/300 ft., one target.
*Hit:* 7 (2d6) fire damage and there is a 10% chance that the ammunition fired
won't explode on contact. When this happens, the damage type is bludgeoning instead
of fire.

___
___
>## Marine Elite [Captain]
>
>*Medium humanoid (any race), lawful good*
>___
>- **Armor Class** 14 (light bulletproof shirt)
>- **Hit Points** 65 (10d8+20)
>- **Speed** 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 17 (+3) | 14 (+2) | 14 (+2) | 11 (+0) | 12 (+1) | 12 (+1) |
>___
>- **Skills** Athletics +5, Intimidation +3, Perception +3, Survival +3
>- **Senses** passive Perception 13
>- **Languages** Common
>- **Challenge** 3 (700 XP)
>___
>
>
>***Marine Formation.*** The Marine Soldier receives a +2 bonus to AC if one or
more of its allies are within 5 ft. of it and aren't incapacitated.
>
>***Brute.*** A melee weapon deals one extra die of its damage when the Marine
Soldier hits with it (included in the attack).
>
>***Innate Spellcasting (Six Powers).*** The Marine Soldier’s innate spellcasting
ability is Wisdom. It can innately cast the following spells, requiring no
components: • 3/day each: blur, barkskin (self), jump (self), misty step
>
>### Actions
>
>***Multiattack.*** The Marine Soldier makes two melee attacks.
>
>***Morningstar.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target.
*Hit:* 12 (2d8+3) bludgeoning damage
>
>***Pistol.*** *Ranged Weapon Attack:* +4 to hit, reach 30/120 ft., one target.
*Hit:* 5 (1d10+2) piercing damage

___
___
>## Marine Elite [Vice Admiral]
>
>*Medium humanoid (any race), lawful good*
>___
>- **Armor Class** 17 (+1 bulletproof suit)
>- **Hit Points** 150 (20d8+60)
>- **Speed** 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 14 (+2) | 21 (+5) | 16 (+3) | 12 (+1) | 14 (+2) | 18 (+4) |
>___
>- **Saving Throws** Dex +9, Con +7, Wis +6
>- **Skills** Athletics +6, Intimidation +8, Perception +6, Survival +5
>- **Senses** blindsight 10 ft., passive Perception 16
>- **Languages** Common
>- **Challenge** 11 (7,200 XP)
>___
>
>***Armament Haki.*** The Marine Elite's weapon attacks count as magical for the
Purpose of overcoming Resistance and immunity to nonmagical attacks and damage,
such as resistances granted by Devil Fruits. The Marine Elite also adds an
additional (3d8) force damage onto its melee weapon attacks.
>
>***Observation Haki (2/Day).*** Whenever the Marine Elite makes an attack roll, an
ability check, or a saving throw, it can decide to roll an additional d20. It can
choose which of the d20s is used for the attack roll, ability check, or saving
throw. The Marine Elite can change the outcome of a roll when an attack is made
against it. Roll a d20, and then choose whether the attack uses the attacker’s roll
or the Marine Elite's. If more than one creature uses observation haki to influence
the outcome of a roll, any disadvantage or advantage from observation haki applied
to the roll will be canceled; no additional dice are rolled.
>
>***Innate Spellcasting (Six Powers and Haki).*** The Marine Elite’s innate
spellcasting ability is Wisdom. It can innately cast the following spells,
requiring no components: • 3/day each: blur, barkskin (self), jump (self), misty
step • 1/day each: arcane eye, haste (self), stoneskin (self)
>
>***Variant: Devil Fruit User.*** If the Marine Elite has consumed a Devil Fruit,
it gains an Uncommon or Rare Fruit power, granting the Marine Elite any abilities
and spells it gives. The Marine Elite will also gain all the weaknesses given to
Devil Fruit users, such as water and seastone vulnerability. Its CR also increases
by 2.
>
>### Actions
>
>***Multiattack.*** The Marine Elite makes three attacks with its katana.
>
>***Katana.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:*
(1d8+5) slashing damage plus (3d8) force damage. The target must make a DC 15
Constitution saving throw. On a failed save, it has disadvantage on attack rolls
and ability checks, and can’t take reactions, until the end of its next turn.
>
>***Pistol.*** *Ranged Weapon Attack:* +9 to hit, reach 30/120 ft., one target.
*Hit:* (1d10+5) piercing damage

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<div class='footnote'>CHAPTER 3 | MONSTER MANUAL</div>

\page

<div style='margin-top:700px;'></div>

<img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/e8ec609a-f5e5-
4a17-8390-9f819fcd8e1b/ddfd5i5-92e7af98-97fe-48b7-b859-d2068687ec13.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2U4ZWM2MDlhLWY1ZTUtNGExNy04MzkwLTlmODE5ZmNkOG
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jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.oJbHzm84meL0vHHO2axjnhuwoGnVYkwhRtjg24Nq
bU8" style="position:absolute; width:140%; left:-200px; bottom:330px;
transform:scaleX(1)rotate(-10deg);">

___
___
>## Marine Elite [Admiral]
>
>*Large humanoid (any race), lawful good*
>___
>- **Armor Class** 20 (Natural Armor)
>- **Hit Points** 346 (33d10+165)
>- **Speed** 40 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 25 (+7) | 15 (+2) | 21 (+5) | 23 (+6) | 21 (+5) | 26 (+8) |
>___
>- **Saving Throws** Dex +9, Con +12, Wis +12, Cha +15
>- **Skills** Athletics +14, Insight +12, Intimidation +15, Perception +12,
Survival +12
>- **Damage Resistances** Cold, fire, lightning
>- **Damage Immunities** Poison; bludgeoning, piercing, and slashing from
nonmagical attacks
>- **Condition Immunities** Charmed, exhaustion, frightened, poisoned
>- **Senses** Truesight 120 ft., passive Perception 22
>- **Languages** Common
>- **Challenge** 24 (62,000 XP)
>___
>
>***Legendary Resistance (3/Day).*** If the Marine Elite fails a saving throw, it
can choose to succeed instead.
>
>***Armament Haki.*** The Marine Elite's weapon attacks count as magical for the
Purpose of overcoming Resistance and immunity to nonmagical attacks and damage,
such as resistances granted by Devil Fruits. The Marine Elite also adds an
additional (3d8) force damage onto its melee weapon attacks.
>
>***Observation Haki (3/Day).*** Whenever the Marine Elite makes an attack roll, an
ability check, or a saving throw, it can decide to roll an additional d20. It can
choose which of the d20s is used for the attack roll, ability check, or saving
throw. The Marine Elite can change the outcome of a roll when an attack is made
against it. Roll a d20, and then choose whether the attack uses the attacker’s roll
or the Marine Elite's. If more than one creature uses observation haki to influence
the outcome of a roll, any disadvantage or advantage from observation haki applied
to the roll will be canceled; no additional dice are rolled.
>```
>```
>
>***Conqueror's Haki (2/Day).*** As a bonus action, the Marine Elite can manifest
its frightful presence. Each creature of its choice that is within 120 feet of it
and aware of it must succeed on a DC 18 Wisdom saving throw. A creature that fails
becomes frightened of it for 1 minute. A creature that fails this save by 5 or more
is incapactiated until the start of the Marine Elite's next turn. The creature can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success.
>
>***Innate Spellcasting (Six Powers and Haki).*** The Marine Elite’s innate
spellcasting ability is Charisma (spell save DC 23). It can innately cast the
following spells, requiring no components: At Will: detect magic, dispel magic •
3/day each: blur, dominate person, jump (self), steel wind strike • 1/day each:
arcane eye, death ward (self), dominate monster
>
>***Variant: Devil Fruit User.*** If the Marine Elite has consumed a Devil Fruit,
it gains a Very Rare or Legendary Devil Fruit power, granting the Marine Elite any
abilities and spells it gives. The Marine Elite will also gain all the weaknesses
given to Devil Fruit users, such as water and seastone vulnerability. Its CR also
increases by 2.
>
>### Actions
>
>***Multiattack.*** The Marine Elite makes two attacks with its Supreme Meito.
>
>***Supreme Meito.*** *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target.
*Hit:* (2d10+7) slashing damage plus (3d8) force damage. The target must make a DC
20 Constitution saving throw. On a failed save, it has disadvantage on attack rolls
and ability checks, and can’t take reactions, until the end of its next turn.
>
>***Ranged Sword Slash.*** *Ranged Spell Attack:* +13 to hit, reach 600 ft., one
target. *Hit:* (7d6) slashing damage
>
>***Shave.*** The Marine Elite magically teleports, along with any equipment it is
wearing or carrying, up to 120 feet to an unoccupied space it can see.
>
>### Legendary Actions
>
>The Marine Elite can take 3 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only at the end of
another creature’s turn. The Marine Elite regains spent legendary actions at the
start of its turn.
>
>- **Attack.** The Marine Elite makes one attack.
>- **Rallying Cry.** The Marine Elite bolsters all nonhostile creatures within 120
feet of it until the end of its next turn. Bolstered creatures can’t be charmed or
frightened, and they gain advantage on ability checks and saving throws until the
end of the Marine Elite’s next turn.
>- **Conqueror's Surge (Costs 2 Actions).** The Marine elite releases a
debilitating shockwave using its spirit. All other creatures within 60 feet of the
Marine Elite must succeed on a DC 22 Strength saving throw or be knocked prone.
>

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<div class='footnote'>CHAPTER 3 | MONSTER MANUAL</div>

\page

<div style='margin-top:600px;'></div>

<img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
48ca-b5fe-8542e9dfe357/dbcd40y-e73cb233-198b-4755-b1bc-8a3778f88ea6.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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fq8" style="position:absolute; width:140%; left:-200px; bottom:330px;
transform:scaleX(1)rotate(-10deg);">

___
___
>## Marine Leader [Fleet Admiral]
>
>*Large humanoid (any race), lawful good*
>___
>- **Armor Class** 20 (Natural Armor)
>- **Hit Points** 465 (30d12+270)
>- **Speed** 40 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 28 (+9) | 15 (+2) | 29 (+9) | 25 (+7) | 24 (+7) | 28 (+9) |
>___
>- **Saving Throws** Dex +10, Con +17, Wis +15, Cha +17
>- **Skills** Athletics +17, Insight +15, Intimidation +17, Perception +15,
Survival +15
>- **Damage Resistances** Cold, fire, lightning
>- **Damage Immunities** Poison; bludgeoning, piercing, and slashing from
nonmagical attacks
>- **Condition Immunities** Charmed, exhaustion, frightened, poisoned
>- **Senses** Truesight 120 ft., passive Perception 22
>- **Languages** Common
>- **Challenge** 26 (90,000 XP)
>___
>
>***Legendary Resistance (4/Day).*** If the Marine Leader fails a saving throw, it
can choose to succeed instead.
>
>***Armament Haki.*** The Marine Leader's weapon attacks count as magical for the
Purpose of overcoming Resistance and immunity to nonmagical attacks and damage,
such as resistances granted by Devil Fruits. The Marine Leader also adds an
additional (3d8) force damage onto its melee weapon attacks.
>
>***Observation Haki (3/Day).*** Whenever the Marine Leader makes an attack roll,
an ability check, or a saving throw, it can decide to roll an additional d20. It
can choose which of the d20s is used for the attack roll, ability check, or saving
throw. The Marine Leader can change the outcome of a roll when an attack is made
against it. Roll a d20, and then choose whether the attack uses the attacker’s roll
or the Marine Leader's. If more than one creature uses observation haki to
influence the outcome of a roll, any disadvantage or advantage from observation
haki applied to the roll will be canceled; no additional dice are rolled.
>
>***Conqueror's Haki (3/Day).*** As a bonus action, the Marine Leader can manifest
its frightful presence. Each creature of its choice that is within 120 feet of it
and aware of it must succeed on a DC 20 Wisdom saving throw. A creature that fails
becomes frightened of it for 1 minute. A creature that fails this save by 5 or more
is incapactiated until the start of the Marine Leader's next turn. The creature can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success.
>
>***Innate Spellcasting (Six Powers and Haki).*** The Marine Leader’s innate
spellcasting ability is Charisma (spell save DC 25). It can innately cast the
following spells, requiring no components: At Will: detect magic, dispel magic •
3/day each: blur, dominate person, jump (self) • 1/day each: arcane eye, death ward
(self), dominate monster
>
>***Iron Fist of Justice (Recharges after a Short or Long Rest).*** If the Marine
Leader would be reduced to 0 hit points, its current hit point total instead resets
to 350 hit points, it recharges its Spirit Slam, and it regains any expended uses
of Legendary Resistance. Additionally, the Marine Leader can now use the options in
the “Mythic Actions” section for 1 hour. Award a party an additional 90,000 XP
(180,000 XP total) for defeating the Marine Leader after its Iron Fist of Justice
activates.
>
>***Variant: Devil Fruit User.*** If the Marine Leader has consumed a Devil Fruit,
it gains a Legendary Devil Fruit power, granting the Marine Leader any abilities
and spells it gives. The Marine Leader will also gain all the weaknesses given to
Devil Fruit users, such as water and seastone vulnerability. Its CR also increases
by 2.
>
>### Actions
>
>***Multiattack.*** The Marine Leader makes two Unarmed Strike attacks.
>
>***Unarmed Strike.*** *Melee Weapon Attack:* +17 to hit, reach 5 ft., one target.
*Hit:* (2d12+9) bludgeoning damage plus (3d8) force damage. The target must make a
DC 25 Constitution saving throw. On a failed save, it has disadvantage on attack
rolls and ability checks, and can’t take reactions, until the end of its next turn.
>
>***Ranged Leg Slash.*** *Ranged Spell Attack:* +17 to hit, reach 600 ft., one
target. *Hit:* (8d6) slashing damage
>
>***Shave.*** The Marine Elite magically teleports, along with any equipment it is
wearing or carrying, up to 120 feet to an unoccupied space it can see.
>
>***Spirit Slam (Recharge 5-6).*** The Marine Leader slams the ground with haki and
releases crushing force in a 60-foot radius centered on itself. Each creature in
that area must make a DC 25 Dexterity saving throw. On a failed save, the creature
takes 71 (11d12) force damage and is knocked prone. On a successful save, it takes
half as much damage and isn’t knocked prone. On a success or failure, the
creature’s speed becomes 0 until the end of its next turn.
>
>### Legendary Actions
>
>The Marine Leader can take 3 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only at the end of
another creature’s turn. The Marine Leader regains spent legendary actions at the
start of its turn.
>
>- **Unarmed Strike.** The Marine Leader makes one Unarmed Strike attack.
>- **Move.** The Marine Leader moves up to its speed.
>- **Shattering Punch (Costs 3 Actions).** The Marine Leader releases a supersonic
punch that releases devastating thunderous energy in a 90-foot line that is 10 feet
wide. Each creature in that area must make a DC 25 Constitution saving throw,
taking 27 (5d10) thunder damage on a failed save, or half as much damage on a
successful one.
>
>### Mythic Actions
>
>If the Marine Leader’s Iron Fist of Justice trait has activated in the last hour,
it can use the options below as legendary actions.
>
>- **Shave.** The Marine Leader uses its Shave ability, but only teleports up to
half the distance.
>- **Wave of Triumph (Costs 2 Actions).** The Marine Leader releases a wave of
conquering spirit energy that also empowers allies. Each creature of the Marine
Leader's choice in a 60-foot-radius sphere centered on the Marine leader must make
a DC 25 Constitution saving throw, taking 7 (2d6) psychic damage on a failed save,
half as much on a successful one. Also, a creature that fails this save becomes
despaired until the end of the Marine Leader's next turn. Despaired creatures are
under the effect of the bane spell (no concentration required) for the duration. In
addition, up to four creatures of the Marine Leader's choice (including itself) in
that area becomes empowered until the end of the Marine Leader's next turn.
Empowered creatures gain 10 temporary hit points and are under the effect of the
bless spell (no concentration required) for the duration.

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\page

## Pirates

<div style='margin-top:290px;'></div>

<img src="https://i.imgur.com/uWxLaSY.png" style="position:absolute; width:80%;


left:120px; bottom:790px; transform:scaleX(1)rotate(0deg);">

___
___
>## Pirate Lackey [Recruit]
>
>*Medium humanoid (any race), any non-lawful alignment*
>___
>- **Armor Class** 12 (thick shirt)
>- **Hit Points** 11 (2d8+2)
>- **Speed** 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 11 (+0) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 10 (+0) |
>___
>- **Skills** Acrobatics +3, Perception +2
>- **Senses** passive Perception 12
>- **Languages** Common
>- **Challenge** 1/8 (25 XP)
>___
>
>***Pirate Raid.*** The Pirate Lackey has advantage on melee attack rolls and
ability checks (Strength and Dexterity) if one or more of the Pirate's allies are
within 5 ft. of the Pirate Lackey and the ally isn't incapacitated.
>
>### Actions
>
>***Scimitar.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:*
4 (1d6+1) slashing damage
>
>***Musket.*** *Ranged Weapon Attack:* +3 to hit, reach 80/320 ft., one target.
*Hit:* 5 (1d8+1) bludgeoning damage

___
___
>## Pirate Lackey [Buccaneer]
>
>*Medium humanoid (any race), any non-lawful alignment
>___
>- **Armor Class** 12 (thick shirt)
>- **Hit Points** 32 (5d8+10)
>- **Speed** 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 15 (+2) | 12 (+1) | 14 (+2) | 10 (+0) | 10 (+0) | 10 (+0) |
>___
>- **Skills** Athletics +4, Intimidation +2, Perception +2
>- **Senses** passive Perception 12
>- **Languages** Common
>- **Challenge** 1/2 (100 XP)
>___
>
>***Pirate Raid.*** The Pirate Lackey has advantage on melee attack rolls and
ability checks (Strength and Dexterity) if one or more of the Pirate's allies are
within 5 ft. of the Pirate Lackey and the ally isn't incapacitated.
>
>### Actions
>
>***Multiattack.*** The Pirate Lackey makes two melee attacks.
>
>***Cutlass.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5
(1d6+2) slashing damage
>
>***Pistol.*** *Ranged Weapon Attack:* +3 to hit, reach 60/300 ft., one target.
*Hit:* 4 (1d10+1) piercing damage

___
___
>## Pirate Elite [Captain]
>
>*Medium humanoid (any race), any non-lawful alignment*
>___
>- **Armor Class** 17 (thick shirt)
>- **Hit Points** 66 (12d8+12)
>- **Speed** 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 12 (+1) | 18 (+4) | 14 (+1) | 14 (+2) | 11 (+0) | 15 (+2) |
>___
>- **Skills** Acrobatics +8, Athletics +5, Intimidation +6, Perception +4, Survival
+4
>- **Senses** passive Perception 14
>- **Languages** Common
>- **Challenge** 3 (700 XP)
>___
>
>***Pirate Raid.*** The Pirate Elite has advantage on melee attack rolls and
ability checks (Strength and Dexterity) if one or more of the Pirate's allies are
within 5 ft. of the Pirate Elite and the ally isn't incapacitated.
>
>***Lightfooted.*** The Pirate Elite can take the Dash or Disengage action as a
bonus action on each of its turns.
>
>***Suave Defense.*** While the Pirate Elite is wearing light or no armor and
wielding no shield, its AC includes its Charisma modifier.
>
>### Actions
>
>***Multiattack.*** The Pirate Elite makes three attacks: two with its saber and
one with its pistol.
>
>***Saber.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8
(1d8+4) slashing damage
>
>***Pistol.*** *Ranged Weapon Attack:* +6 to hit, reach 30/120 ft., one target.
*Hit:* 7 (1d10+4) piercing damage

___
___
>## Pirate Elite [Fleet Commander]
>
>*Large humanoid (any race), any non-lawful alignment*
>___
>- **Armor Class** 18
>- **Hit Points** 127 (15d8+60)
>- **Speed** 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 14 (+2) | 19 (+4) | 18 (+4) | 17 (+3) | 15 (+2) | 19 (+4) |
>___
>- **Saving Throws** Str +6, Dex +8, Wis +6, Cha +8
>- **Skills** Acrobatics +8, Intimidation +8, Perception +6, Survival +6
>- **Senses** blindsight 10 ft., passive Perception 16
>- **Languages** Common
>- **Challenge** 10 (5,900 XP)
>___
>
>***Armament Haki.*** The Pirate Elite's attacks count as magical for the Purpose
of overcoming Resistance and immunity to nonmagical attacks and damage, such as
resistances granted by Devil Fruits. The Pirate Elite also adds an additional (3d8)
force damage onto its melee weapon attacks.
>
>***Observation Haki (2/Day).*** Whenever the Pirate Elite makes an attack roll, an
ability check, or a saving throw, it can decide to roll an additional d20. It can
choose which of the d20s is used for the attack roll, ability check, or saving
throw. The Pirate Elite can change the outcome of a roll when an attack is made
against it. Roll a d20, and then choose whether the attack uses the attacker’s roll
or the Pirate Elite's. If more than one creature uses observation haki to influence
the outcome of a roll, any disadvantage or advantage from observation haki applied
to the roll will be canceled; no additional dice are rolled.
>
>***Innate Spellcasting (Six Powers and Haki).*** The Pirate Elite's innate
spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks).
It can innately cast the following spells, requiring no components: • 3/day each:
blur, expeditious retreat, feather fall (self), jump (self), misty step, see
invisibility, shield • 1/day each: arcane eye, haste (self), stoneskin (self)
>
>***Suave Defense.*** While the Pirate Elite is wearing light or no armor and
wielding no shield, its AC includes its Charisma modifier.
>
>***Variant: Devil Fruit User.*** If the Pirate Elite has consumed a Devil Fruit,
it gains an Uncommon or Rare Fruit power, granting the Pirate Elite any abilities
and spells it gives. The Marine Pirate will also gain all the weaknesses given to
Devil Fruit users, such as water and seastone vulnerability. Its CR also increases
by 2.
>
>### Actions
>
>***Multiattack.*** The Pirate Elite makes three attacks with its saber.
>
>***Saber.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:*
(2d8+4) slashing damage plus (3d8) force damage. The target must succeed on a DC 16
Strength saving throw or be knocked prone.
>
>
>***Pistol.*** *Ranged Weapon Attack:* +8 to hit, reach 30/120 ft., one target.
*Hit:* 7 (1d10+4) piercing damage

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\page

<div style='margin-top:840px;'></div>

<img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
48ca-b5fe-8542e9dfe357/dbcd4df-e4d89a3c-ad0c-4cc2-9618-ee785de68722.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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M1N1wvZGJjZDRkZi1lNGQ4OWEzYy1hZDBjLTRjYzItOTYxOC1lZTc4NWRlNjg3MjIucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.unPb2ZKGjp6qFFuU7ySXWZ8hE4KnuF-
Cg2NhJZerH6M" style="position:absolute; width:140%; left:-250px; bottom:230px;
transform:scaleX(1)rotate(-10deg);">

___
___
>## Pirate Elite [Warlord]
>
>*Large humanoid (any race), any non-lawful alignment*
>___
>- **Armor Class** 20
>- **Hit Points** 144 (17d8+68)
>- **Speed** 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 21 (+5) | 20 (+5) | 18 (+4) | 18 (+4) | 18 (+4) | 20 (+5) |
>___
>- **Saving Throws** Str +8, Dex +8, Wis +9, Cha +10
>- **Skills** Athletics +10, Insight +9, Intimidation +10, Perception +9, Survival
+9
>- **Condition Immunities** Charmed, exhaustion, frightened, poisoned
>- **Senses** blindsight 10 ft., passive Perception 19
>- **Languages** Common
>- **Challenge** 16 (15,000 XP)
>___
>
>***Legendary Resistance (2/Day).*** If the Pirate Elite fails a saving throw, it
can choose to succeed instead.
>
>***Armament Haki.*** The Pirate Elite's weapon attacks count as magical for the
Purpose of overcoming Resistance and immunity to nonmagical attacks and damage,
such as resistances granted by Devil Fruits. The Pirate Elite also adds an
additional (3d8) force damage onto its melee weapon attacks.
>
>***Observation Haki (2/Day).*** Whenever the Pirate Elite makes an attack roll, an
ability check, or a saving throw, it can decide to roll an additional d20. It can
choose which of the d20s is used for the attack roll, ability check, or saving
throw. The Pirate Elite can change the outcome of a roll when an attack is made
against it. Roll a d20, and then choose whether the attack uses the attacker’s roll
or the Pirate Elite's. If more than one creature uses observation haki to influence
the outcome of a roll, any disadvantage or advantage from observation haki applied
to the roll will be canceled; no additional dice are rolled.
>
>***Conqueror's Haki (1/Day).*** As a bonus action, the Pirate Elite can manifest
its frightful presence. Each creature of its choice that is within 120 feet of it
and aware of it must succeed on a DC 18 Wisdom saving throw. A creature that fails
becomes frightened of it for 1 minute. A creature that fails this save by 5 or more
is incapactiated until the start of the Pirate Elite's next turn. The creature can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success.
>
>***Innate Spellcasting (Six Powers and Haki).*** The Pirate Elite's innate
spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks).
It can innately cast the following spells, requiring no components: At Will: detect
magic, dispel magic • 3/day each: blur, dominate person, expeditious retreat,
feather fall (self), jump (self), misty step, see invisibility, shield • 1/day
each: arcane eye, dominate monster, haste (self), stoneskin (self)
>
>***Suave Defense.*** While the Pirate Elite is wearing light or no armor and
wielding no shield, its AC includes its Charisma modifier.
>
>***Variant: Devil Fruit User.*** If the Pirate Elite has consumed a Devil Fruit,
it gains a Rare or Very Rare Fruit power, granting the Pirate Elite any abilities
and spells it gives. The Pirate Elite will also gain all the weaknesses given to
Devil Fruit users, such as water and seastone vulnerability. Its CR also increases
by 2.
>
>### Actions
>
>***Multiattack.*** The Pirate Elite makes one attack with its poisoned blade and
two with its unarmed strikes.
>
>***Poisoned Blade.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target.
*Hit:* (2d8+5) slashing damage plus (3d8) force damage. The target must succeed on
a DC 17 Constitution saving throw or be poisoned for 1 hour. If the saving throw
fails by 5 or more, the target is also unconscious while poisoned in this way. The
target regains consciousness if it takes damage or if another creature takes an
action to shake it.
>
>***Unarmed Strike.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target.
*Hit:* (2d8+5) slashing damage plus (3d8) force damage. The target must succeed on
a DC 17 Strength saving throw or be knocked prone.
>
>### Legendary Actions
>
>The Pirate Elite can take 3 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only at the end of
another creature’s turn. The Pirate Elite regains spent legendary actions at the
start of its turn.
>
>- **Unarmed Strike.** The Pirate Elite makes one Unarmed Strike attack.
>- **Quick Step.** The Pirate Elite moves up to its speed without provoking
opportunity attacks.
>- **Conqueror's Surge (Costs 2 Actions).** The Pirate Elite releases a
debilitating shockwave using its spirit. All other creatures within 60 feet of the
Pirate Elite must succeed on a DC 17 Strength saving throw or be knocked prone.
>

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\page
<div style='margin-top:600px;'></div>

<img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/e8ec609a-f5e5-
4a17-8390-9f819fcd8e1b/ddj9olq-1f263461-b90a-4a3f-87b2-faa0b8927ab6.png/v1/fill/
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___
___
>## Pirate Elite [Emperor's Commander]
>
>*Large humanoid (any race), any non-lawful alignment*
>___
>- **Armor Class** 22
>- **Hit Points** 275 (19d12+152)
>- **Speed** 40 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 25 (+7) | 20 (+5) | 26 (+8) | 18 (+4) | 24 (+7) | 24 (+7) |
>___
>- **Saving Throws** Str +14, Dex +12, Wis +14, Cha +14
>- **Skills** Athletics +14, Insight +14, Intimidation +14, Perception +14,
Survival +14
>- **Damage Resistance** Cold, fire, lightning
>- **Damage Immunities** Poison; bludgeoning, piercing and slashing that is
nonmagical
>- **Condition Immunities** Charmed, exhaustion, frightened, poisoned
>- **Senses** Truesight 120 ft., passive Perception 24
>- **Languages** Common
>- **Challenge** 23 (50,000 XP)
>___
>
>***Legendary Resistance (3/Day).*** If the Pirate Elite fails a saving throw, it
can choose to succeed instead.
>
>***Armament Haki.*** The Pirate Elite's weapon attacks count as magical for the
Purpose of overcoming Resistance and immunity to nonmagical attacks and damage,
such as resistances granted by Devil Fruits. The Pirate Elite also adds an
additional (3d8) force damage onto its melee weapon attacks.
>
>***Observation Haki (3/Day).*** Whenever the Pirate Elite makes an attack roll, an
ability check, or a saving throw, it can decide to roll an additional d20. It can
choose which of the d20s is used for the attack roll, ability check, or saving
throw. The Pirate Elite can change the outcome of a roll when an attack is made
against it. Roll a d20, and then choose whether the attack uses the attacker’s roll
or the Pirate Elite's. If more than one creature uses observation haki to influence
the outcome of a roll, any disadvantage or advantage from observation haki applied
to the roll will be canceled; no additional dice are rolled.
>
>***Conqueror's Haki (2/Day).*** As a bonus action, the Pirate Elite can manifest
its frightful presence. Each creature of its choice that is within 120 feet of it
and aware of it must succeed on a DC 17 Wisdom saving throw. A creature that fails
becomes frightened of it for 1 minute. A creature that fails this save by 5 or more
is incapactiated until the start of the Pirate Elite's next turn. The creature can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success.
>
>***Innate Spellcasting (Six Powers and Haki).*** The Pirate Elite's innate
spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks).
It can innately cast the following spells, requiring no components: At Will: detect
magic, dispel magic • 3/day each: blur, dominate person, expeditious retreat,
feather fall (self), jump (self), misty step, see invisibility, shield, steel wind
strike • 1/day each: arcane eye, death ward (self), dominate monster, haste (self),
stoneskin (self)
>
>***Suave Defense.*** While the Pirate Elite is wearing light or no armor and
wielding no shield, its AC includes its Charisma modifier.
>
>***Variant: Devil Fruit User.*** If the Pirate Elite has consumed a Devil Fruit,
it gains a Very Rare or Legendary Fruit power, granting the Pirate Elite any
abilities and spells it gives. The Pirate Elite will also gain all the weaknesses
given to Devil Fruit users, such as water and seastone vulnerability. Its CR also
increases by 2.
>
>### Actions
>
>***Multiattack.*** The Pirate Elite makes three attacks with its Supreme Meito.
>
>***Supreme Meito.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target.
*Hit:* (4d6+7) slashing damage plus (3d8) force damage. The target must succeed on
a DC 23 Strength saving throw or be knocked prone.
>
>***Shave.*** The Pirate Elite magically teleports, along with any equipment it is
wearing or carrying, up to 120 feet to an unoccupied space it can see.
>
>### Legendary Actions
>
>The Pirate Elite can take 3 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only at the end of
another creature’s turn. The Pirate Elite regains spent legendary actions at the
start of its turn.
>
>- **Supreme Meito.** The Pirate Elite makes one Supreme Meito attack.
>- **Evasive Strike (Costs 2 Actions).** The Pirate Elite moves up to its speed
while guarding against future attacks. The next melee attack made by a creature
that targets the Pirate Elite until the end of the Pirate Elite's next turn is made
at disadvantage. Additionally, the Pirate Elite can make an Attack with its Supreme
Meito against the creature that made the attack.
>

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\page

<div style='margin-top:600px;'></div>

<img src="https://i.imgur.com/km9vr5S.png" style="position:absolute; width:140%;


left:-250px; bottom:400px; transform:scaleX(1)rotate(-10deg);">

___
___
>## Pirate Leader [Emperor]
>
>*Huge giant (any race), any non-lawful alignment*
>___
>- **Armor Class** 23 (Natural Armor)
>- **Hit Points** 574 (28d20+280)
>- **Speed** 60 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 30 (+10) | 15 (+2) | 30 (+10) | 21 (+5) | 20 (+5) | 30 (+10) |
>___
>- **Saving Throws** Str +19, Con +19, Wis +14, Cha +19
>- **Skills** Athletics +23, Intimidation +26, Perception +23, Survival +18
>- **Damage Resistances** Acid, cold, fire, lightning, necrotic, radiant
>- **Damage Immunities** Poison; bludgeoning, piercing, and slashing from
nonmagical attacks
>- **Condition Immunities** Charmed, exhaustion, deafened, frightened, paralyzed,
poisoned, stunned
>- **Senses** Truesight 120 ft., passive Perception 33
>- **Languages** Common
>- **Challenge** 30 (155,000 XP)
>___
>
>***Legendary Resistance (5/Day).*** If the Pirate Leader fails a saving throw, it
can choose to succeed instead.
>
>***King's Infusion Armament Haki.*** The Pirate Leader's weapon attacks count as
magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks
and damage, such as resistances granted by Devil Fruits. The Pirate Leader also
adds an additional (4d8) force damage onto its melee weapon attacks and increases
its melee weapon attack range by 5 feet.
>
>***Observation Haki (3/Day).*** Whenever the Pirate Leader makes an attack roll,
an ability check, or a saving throw, it can decide to roll an additional d20. It
can choose which of the d20s is used for the attack roll, ability check, or saving
throw. The Pirate Leader can change the outcome of a roll when an attack is made
against it. Roll a d20, and then choose whether the attack uses the attacker’s roll
or the Pirate Leader's. If more than one creature uses observation haki to
influence the outcome of a roll, any disadvantage or advantage from observation
haki applied to the roll will be canceled; no additional dice are rolled.
>
>***Conqueror's Haki (3/Day).*** As a bonus action, the Pirate Leader can manifest
its frightful presence. Each creature of its choice that is within 120 feet of it
and aware of it must succeed on a DC 22 Wisdom saving throw. A creature that fails
becomes frightened of it for 1 minute. A creature that fails this save by 5 or more
is incapactiated until the start of the Pirate Leader's next turn. The creature can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success.
>
>***Emperor's Wrath (Recharges after a Short or Long Rest).*** If the Pirate Leader
would be reduced to 0 hit points, its current hit point total instead resets to 500
hit points, it recharges its Cataclysmic Slam, and it regains any expended uses of
Legendary Resistance. Additionally, the Pirate Leader can now use the options in
the “Mythic Actions” section for 1 hour. Award a party an additional 155,000 XP
(310,000 XP total) for defeating the Pirate Leader after its Emperor's Wrath
activates.
>
>***Innate Spellcasting (Six Powers and Haki).*** The Pirate Leader’s innate
spellcasting ability is Charisma (spell save DC 27; +19 to hit with spell attacks).
It can innately cast the following spells, requiring no components: At Will: detect
magic, dispel magic, toll the dead (17th level) • 3/day each: blur, dominate
person, fear, jump (self) • 1/day each: arcane eye, control weather, death ward
(self), dominate monster, earthquake, psychic scream
>
>***Variant: Devil Fruit User.*** If the Pirate Leader has consumed a Devil Fruit,
it gains a Legendary Devil Fruit power, granting the Pirate Leader any abilities
and spells it gives. The Pirate Leader will also gain all the weaknesses given to
Devil Fruit users, such as water and seastone vulnerability. Its CR also increases
by 2.
>
>### Actions
>
>***Multiattack.*** The Pirate Leader makes three Unarmed Strike attacks.
>
>***Unarmed Strike.*** *Melee Weapon Attack:* +19 to hit, reach 20 ft., one target.
*Hit:* (3d12+9) bludgeoning damage plus (4d8) force damage. The target must succeed
on a DC 27 Strength saving throw or be knocked prone.
>
>***Sonic Boom.*** *Ranged Spell Attack:* +19 to hit, reach 600 ft., one target.
*Hit:* (9d6) thunder damage
>
>***Shave.*** The Pirate Leader magically teleports, along with any equipment it is
wearing or carrying, up to 120 feet to an unoccupied space it can see.
>
>***Cataclysmic Slam (Recharge 5-6).*** The Pirate Leader slams the ground with
haki and releases crushing force in a 60-foot radius centered on itself. Each
creature in that area must make a DC 27 Dexterity saving throw. On a failed save,
the creature takes 71 (11d12) force damage and is knocked prone. On a successful
save, it takes half as much damage and isn’t knocked prone. On a success or
failure, the creature’s speed becomes 0 until the end of its next turn.
>
>### Legendary Actions
>
>The Pirate Leader can take 3 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only at the end of
another creature’s turn. The Pirate Leader regains spent legendary actions at the
start of its turn.
>
>- **Cull the Weak.** The Pirate Leader casts toll the dead (17th level)
>- **Furious Strike (Costs 2 Actions).** The Pirate Leader makes one Unarmed Strike
attack. If the attack hits a creature, the target must succeed on a DC 27 Wisdom
saving throw or become frightened of the Pirate Leader until the end of its next
turn.
>
>### Mythic Actions
>
>If the Pirate Leader’s Emperor's Wrath trait has activated in the last hour, it
can use the options below as legendary actions.
>
>- **Emperor's Shield (Costs 2 Actions).** The Pirate Leader manifests his spirit
into a suit of armor that protects it; it gains 77 temporary hit points until the
start of its next turn.
>- **Ravaging Wave (Costs 3 Actions).** The Pirate Leader unleashes a wave of
deadly spirit energy. Each creature in a 120-foot-radius sphere centered on the
Pirate Leader must succeed on a DC 27 Constitution saving throw. On a failed save,
the creature takes (4d12) force damage and be incapacitated until the end of its
next turn. On a successful save, the creature takes half as much damage and isn't
incapacitated.

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\page

## World Government
<div style='margin-top:1090px;'></div>

<img src="http://ekladata.com/zCK2hmfYddUVrxPTcHjv2YbT74g.png"
style="position:absolute; width:100%; left:20px; bottom:700px;
transform:scaleX(1)rotate(0deg);">

___
___
>## Celestial Dragon
>
>*Medium humanoid (human), any lawful alignment*
>___
>- **Armor Class** 15 (bulletproof suit)
>- **Hit Points** 9 (2d8)
>- **Speed** 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 11 (+0) | 12 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | 16 (+3) |
>___
>- **Skills** Deception +5, Insight +4, Intimidation +5
>- **Senses** passive Perception 12
>- **Languages** Common
>- **Challenge** 1/8 (25 XP)
>___
>
>***Celestial Helmet.*** The Celestial Dragon wears a bubble-like helmet around its
head which supplies it with fresh air. While it wears this helmet, it is immune to
any effect that would cause the Celestial Dragon to suffocate or become poisoned
from an airborne gas. If the Celestial Dragon takes 4 or more damage in a single
turn, its helmet breaks.
>
>### Actions
>
>***Pistol.*** *Ranged Weapon Attack:* +3 to hit, reach 30/120 ft., one target.
*Hit:* (1d10+1) piercing damage

___
___
>## Cipher Pol Assassin
>
>*Large humanoid (any race), any lawful alignment*
>___
>- **Armor Class** 18
>- **Hit Points** 112 (15d8+45)
>- **Speed** 30 ft., fly 40 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 14 (+2) | 19 (+4) | 16 (+3) | 17 (+3) | 19 (+4) | 13 (+1) |
>___
>- **Saving Throws** Str +6, Dex +8, Int +7, Wis +8
>- **Skills** Acrobatics +8, Insight +8, Perception +8
>- **Senses** passive Perception 18
>- **Languages** Common
>- **Challenge** 10 (5,900 XP)
>___
>
>***Innate Spellcasting (Six Powers).*** The Assassin's innate spellcasting ability
is Wisdom. It can innately cast the following spells, requiring no components: •
3/day each: blur, expeditious retreat, feather fall (self), jump (self), misty
step, see invisibility, shield • 1/day each: haste (self), stoneskin (self)
>
>***Unarmored Defense.*** While the Assassin is wearing no armor and wielding no
shield, its AC includes its Wisdom modifier.
>
>***Variant: Devil Fruit User.*** If the Assassin has consumed a Devil Fruit, it
gains an Uncommon or Rare Fruit power, granting the Assassin any abilities and
spells it gives. The Assassin will also gain all the weaknesses given to Devil
Fruit users, such as water and seastone vulnerability. Its CR also increases by 2.
>
>### Actions
>
>***Multiattack.*** The Assassin makes three finger gun attacks or three storm leg
attacks.
>
>***Finger Gun.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target.
*Hit:* (5d8+4) piercing damage.
>
>***Storm Leg.*** *Ranged Weapon Attack:* +8 to hit, reach 30/120 ft., one target.
*Hit:* (5d6+4) slashing damage
>
>***Shave.*** The Assassin magically teleports, along with any equipment it is
wearing or carrying, up to 60 feet to an unoccupied space it can see.
>
>***Six King Gun (Recharge 6).*** Melee Weapon: +8 to hit, reach 5 ft., One target.
Hit: (2d8+4) Bludgeoning damage. The target must make a DC 16 Constitution saving
throw. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes (10d10)
force damage. Until the end of the Assassin's next turn, it can't take an Action on
its turn, as a wave of lethargy sweeps over it.

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\page

<div style='margin-top:400px;'></div>

<img src="https://i.imgur.com/ZMO4XEw.png" style="position:absolute; width:140%;


left:-250px; bottom:400px; transform:scaleX(1)rotate(-10deg);">

___
___
>## Pacifista
>
>*Large construct, any lawful alignment*
>___
>- **Armor Class** 20 (natural armor)
>- **Hit Points** 207 (18d10+108)
>- **Speed** 40 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 24 (+7) | 17 (+3) | 22 (+6) | 14 (+2) | 14 (+2) | 6 (-2) |
>___
>- **Skills** Perception +7
>- **Damage Resistance** Cold, lightning, necrotic, thunder
>- **Damage Immunities** Poison, psychic; bludgeoning, piercing, and slashing from
nonmagical attacks
>- **Condition Immunities** Charmed, exhaustion, frightened, paralyzed, petrified,
poisoned, stunned
>- **Senses** darkvision 120 ft., passive Perception 17
>- **Languages** Common but rarely speaks
>- **Challenge** 16 (15,000 XP)
>___
>
>***Axiomatic Mind.*** The pacifista can’t be compelled to act in a manner contrary
to its nature or its instructions.
>
>
>***Destructive Death.*** When the pacifista dies, it explodes. Each creature
within 30-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4d10)
fire damage on a failed save, or half as much damage on a successful one. The fire
ignites flammable objects in the area that aren't worn or carried.
>
>***Face Scan.*** A pacifista instantly recognizes the name, bounty, and any other
government knowledge of a creature it can see.
>
>***Immutable Form.*** The pacifista is immune to any spell or effect that would
alter its form.
>
>***Magic Resistance.*** The pacifista has advantage on saving throws against
spells and other magical effects.
>
>***Magic Weapons.*** The pacifista's weapon attacks are magical.
>
>### Actions
>
>***Multiattack.*** The pacifista makes two slam attacks.
>
>***Slam.*** *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:*
(3d10+7) bludgeoning damage.
>
>***Laser Breath (Recharge 5-6).*** The pacifista fires an exploding laser beam at
a point it can see within 120 feet. The explosion erupts in a 60-radius sphere
centered on the chosen point, forcing each creature in the area to make a DC 19
Dexterity saving throw, taking (18d6) radiant damage on a failed save, or half as
much on a successful one.

___
___
>## Seraphim (Spoilers)
>
>*Large construct, any lawful alignment*
>___
>- **Armor Class** 22 (natural armor)
>- **Hit Points** 432 (32d10+256)
>- **Speed** 40 ft., fly 50 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 28 (+9) | 16 (+3) | 26 (+8) | 19 (+4) | 18 (+4) | 18 (+4) |
>___
>- **Saving Throws** Dex +9, Con +16, Wis +12
>- **Skills** Insight +10, Intimidation +10, Perception +12
>- **Damage Resistance** Cold, lightning, necrotic, thunder
>- **Damage Immunities** Fire, poison, psychic; bludgeoning, piercing, and
slashing from nonmagical attacks
>- **Condition Immunities** Charmed, exhaustion, frightened, paralyzed, petrified,
poisoned, stunned
>- **Senses** darkvision 120 ft., passive Perception 22
>- **Languages** Common but rarely speaks
>- **Challenge** 25 (75,000 XP)
>___
>
>
>***Axiomatic Mind.*** The Seraphim can’t be compelled to act in a manner contrary
to its nature or its instructions.
>
>***Destructive Death.*** When the Seraphim dies, it explodes. Each creature within
30-feet of it must make a DC 20 Dexterity saving throw, taking 55 (10d10) fire
damage on a failed save, or half as much damage on a successful one. The fire
ignites flammable objects in the area that aren't worn or carried.
>
>***Face Scan.*** A Seraphim instantly recognizes the name, bounty, and any other
public knowldge of a creature it can see.
>
> ***Fiery Weapons.*** The Seraphim’s weapon attacks are magical. When it hits with
any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon
attacks below).
>
>***Flame Change.*** The Seraphim can use a bonus action to activate or deactivate
its flame. If it's flame is deactivated, the sepharim becomes resistant to fire
damage instead of immune and receives a -2 penalty to Armor Class, but moves at
double its movement speed and gains advantage on Dexterity checks and saving throws
for the duration. These changes are reverted once the Seraphim re-activates its
flame.
>
>***Innate Spellcasting.*** The Seraphim's innate spellcasting ability is Wisdom
(spell save DC 20). It can innately cast the following spells, requiring no
material components: At will: detect magic, burning hands (as a 9th-level spell)
3/day each: dispel magic, fireball 1/day each: flame strike, sunburst
>
>***Magic Resistance.*** The Seraphim has advantage on saving throws against spells
and other magical effects.
>
>***Variant: Devil Fruit Lineage.*** If the Seraphim has been infused with Devil
Fruit lineage factors, it gains a Very Rare or lower Fruit power, granting the
Seraphim any abilities and spells it gives. The Seraphim will also gain all the
weaknesses given to Devil Fruit users, such as water and seastone vulnerability.
Its CR also increases by 2.
>
>### Actions
>
>***Multiattack.*** The Seraphim makes two melee attacks.
>
>***Slam.*** *Melee Weapon Attack:* +15 to hit, reach 5 ft., one target. *Hit:*
(3d8+9) bludgeoning damage plus (8d8) fire damage.
>
>***Longsword (One-Handed)***. *Melee Weapon Attack:* +15 to hit, reach 5 ft., one
target. *Hit:* (3d8+9) slashing damage plus (8d8) fire damage.
>
>***Longsword (Two-Handed)***. *Melee Weapon Attack:* +15 to hit, reach 5 ft., one
target. *Hit:* (3d10+9) slashing damage plus (8d8) fire damage.
>
>***Shave.*** The sepharim magically teleports, along with any equipment it is
wearing or carrying, up to 120 feet to an unoccupied space it can see.
>
>***Laser Beam (Recharge 5-6).*** The Seraphim fires an exploding laser beam at a
point it can see within 120 feet. The explosion erupts in a 60-radius sphere
centered on the chosen point, forcing each creature in the area to make a DC 24
Dexterity saving throw, taking (26d6) radiant damage on a failed save, or half as
much on a successful one.

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\page

## Other Creatures

<div style='margin-top:70px;'></div>

___
___
>## Fish-Man Martial Artist
>
>*Medium humanoid (fish-man), any alignment*
>___
>- **Armor Class** 16
>- **Hit Points** 60 (11d8+11)
>- **Speed** 40 ft., swim 40 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 11 (+0) | 17 (+3) | 13 (+1) | 11 (+0) | 16 (+3) | 10 (+0) |
>___
>- **Skills** Acrobatics +5, Insight +5, Stealth +5
>- **Damage Resistances** cold
>- **Senses** passive Perception 13
>- **Languages** Common
>- **Challenge** 3 (700 XP)
>___
>
>***Unarmored Defense.*** While the fish-man is wearing no armor and wielding no
shield, its AC includes its Wisdom modifier.
>
>### Actions
>
>***Multiattack.*** The fish-man makes three unarmed strikes or three water missile
attacks.
>
>***Unarmed Strike.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target.
*Hit:* 7 (1d8+3) bludgeoning damage. If the target is a creature, the fish-man can
choose one of the following additional effects:
>
> • The target must succeed on a DC 13 Strength saving throw or drop one item it is
holding (fish-man’s choice).
>
> • The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
>
> • The target must succeed on a DC 13 Constitution saving throw or be stunned
until the end of the fish-man’s next turn
>
>***Water Missile.*** *Ranged Spell Attack:* +5 to hit, reach 20/60 ft., one
target. *Hit:* 5 (1d4+3) cold damage

___
___
>## Fish-Man Martial Artist Master
>
>*Medium humanoid (fish-man), any alignment*
>___
>- **Armor Class** 17
>- **Hit Points** 84 (13d8+26)
>- **Speed** 40 ft., swim 40 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 13 (+1) | 18 (+4) | 15 (+2) | 16 (+3) | 17 (+4) | 12 (+1) |
>___
>- **Saving Throws** Str +4, Dex +7, Int +6, Wis +6
>- **Skills** Acrobatics +6, Insight +6, Perception +6, Stealth +6
>- **Damage Resistances** cold
>- **Senses** passive Perception 16
>- **Languages** Common
>- **Challenge** 6 (2,300 XP)
>___
>
>***Innate Spellcasting (Fish-Man Karate).*** The fish-man’s spellcasting ability
is Wisdom, spell save DC 14, +6 to hit with spell attacks. It can innately cast the
following spells, requiring no components: • 3/day each: feather fall, jump, misty
step, see invisibility • 1/day: cone of cold
>
>***Unarmored Defense.*** While the fish-man is wearing no armor and wielding no
shield, its AC includes its Wisdom modifier.
>
>### Actions
>
>***Multiattack.*** The fish-man makes three unarmed strikes or three water missile
attacks.
>
>***Unarmed Strike.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target.
*Hit:* 8 (1d8+4) bludgeoning damage plus 9 (2d8) cold damage. If the target is a
creature, the fish-man can choose one of the following additional effects:
>
> • The target must succeed on a DC 13 Strength saving throw or drop one item it is
holding (fish-man’s choice).
>
> • The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
>
> • The target must succeed on a DC 13 Constitution saving throw or be stunned
until the end of the fish-man’s next turn
>
>***Water Missile.*** *Ranged Spell Attack:* +7 to hit, reach 20/60 ft., one
target. *Hit:* 5 (1d4+4) cold damage

___
___
>## Mink
>
>*Medium humanoid (mink, shapechanger), neutral good*
>___
>- **Armor Class** 11 (in mink form, or 12, natural armor, in sulong form)
>- **Hit Points** 135 (18d8+54)
>- **Speed** 30 ft., climb 30 ft. (40 ft., climb 40 ft. in sulong form)
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 19 (+4) | 13 (+1) | 17 (+3) | 10 (+0) | 12 (+1) | 12 (+1) |
>___
>- **Skills** Perception +7
>- **Damage Resistances** lightning
>- **Senses** passive Perception 17
>- **Languages** Common
>- **Challenge** 5 (1,800 XP)
>___
>
>***Shapechanger.*** While exposed to a full moon, the mink can use its action to
polymorph into a Large sulong mink form, or back into its true form, which is
humanoid. Its statistics, other than its size and AC, are the same in each form.
Any equipment it is wearing or carrying isn't transformed. It reverts to its true
form if it dies or is no longer exposed to the full moon.
>
>***Keen Smell.*** The mink has advantage on Wisdom (Perception) checks that rely
on smell.
>
>### Actions
>
>***Multiattack.*** The mink makes two claw attacks.
>
>***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:*
(2d10+4) piercing damage plus (1d8) lightning damage. The target takes takes an
extra (2d10) piercing damage if the mink is in its sulong form.
>
>***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:*
(2d8+4) slashing damage plus (1d8) lightning damage. The target takes an extra
(2d8) slashing damage if the mink is in its sulong form.

___
___
>## Samurai
>
>*Medium humanoid (any race), any alignment*
>___
>- **Armor Class** 18 (karuta plate)
>- **Hit Points** 112 (15d8+45)
>- **Speed** 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 15 (+2) | 18 (+4) | 16 (+3) | 10 (+0) | 12 (+1) | 15 (+2) |
>___
>- **Saving Throws** Str +7, Dex +5, Con +6
>- **Skills** Athletics +8, Intimidation +5
>- **Senses** passive Perception 11
>- **Languages** Common
>- **Challenge** 5 (1,800 XP)
>___
>
>***Brave.*** The samurai has advantage on saving throws against being frightened.
>
>***Precise Strikes.*** A melee weapon deals one extra die of its damage when the
samurai hits with it (included in the attack).
>
>### Actions
>
>***Multiattack.*** The samurai makes three melee attacks.
>
>***Katana (One-Handed).*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one
target. *Hit:* (2d8+4) slashing damage
>
>***Katana (Two-Handed).*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one
target. *Hit:* (2d10+4) slashing damage
>
>
>### Reactions
>
>***Parry.*** The samurai adds 3 to its AC against one melee attack that would hit
it. To do so, the samurai must see the attacker and be wielding a melee weapon.

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<div class='footnote'>CHAPTER 3 | MONSTER MANUAL</div>

\page

___
___
>## Bounty Hunter
>
>*Medium humanoid (any race), any alignment*
>___
>- **Armor Class** 15 (light bulletproof shirt)
>- **Hit Points** 112 (15d8+45)
>- **Speed** 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 11 (+0) | 16 (+3) | 14 (+2) | 13 (+1) | 12 (+1) | 10 (+0) |
>___
>- **Saving Throws** Dex +6, Int +4
>- **Skills** Acrobatics +6, Deception +3, Perception +4, Stealth +9
>- **Damage Resistance** poison
>- **Senses** passive Perception 14
>- **Languages** Common
>- **Challenge** 8 (3,900 XP)
>___
>
>***Assassinate.*** During its first turn, the bounty hunter has advantage on
attack rolls against any creature that hasn't taken a turn. Any hit the bounty
hunter scores against a surprised creature is a critical hit.
>
>***Confronting Capture.*** The bounty hunter doesn't suffer disadvantage when
making ranged attacks made within 5 feet of a creature. Additionally, creatures
have disadvantage when attempting to resist being grappled or restrained as a
result of any effect the bounty hunter creates.
>
>***Evasion.*** If the bounty hunter is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage, the bounty hunter instead
takes no damage if it succeeds on the saving throw, and only half damage if it
fails.
>
>***Sneak Attack (1/Turn).*** The Bounty Hunter deals an extra 14 (4d6) damage when
it hits a target with a weapon attack and has advantage on the attack roll, or when
the target is within 5 ft. of an ally of the bounty hunter that isn't incapacitated
and the bounty hunter doesn't have disadvantage on the attack roll.
>
>### Actions
>
>***Multiattack.*** The bounty hunter makes two shortsword attacks.
>
>***Shortsword.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target.
*Hit:* (1d6+3) slashing damage plus (7d6) poison damage. The target must make a DC
15 Constitution saving throw, taking the poison damage on a failed save, or half as
much damage on a successful one.
>
>***Pistol.*** *Ranged Weapon Attack:* +6 to hit, reach 30/120 ft., one target.
*Hit:* (1d10+3) piercing damage
>
>***Sniper Rifle.*** *Ranged Weapon Attack:* +6 to hit, reach 150/600 ft., one
target. *Hit:* (2d6+3) piercing damage
>
>***Net.*** *Ranged Weapon Attack:* +6 to hit, reach 5/15 ft., one Large or smaller
creature. Hit: 0 (1d0) bludgeoning damage. The target is Restrained. A creature can
use its Action to make a DC 10 Strength check to free itself or another creature in
a net, Ending the Effect on a success. Dealing 5 slashing damage to the net, AC 10,
frees the target without harming it and destroys the net.

___
___
>## Elbaf warrior
>
>*Gargantuan giant, chaotic good*
>___
>- **Armor Class** 17 (studded leather, shield)
>- **Hit Points** 248 (16d20+80)
>- **Speed** 40 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 28 (+9) | 16 (+3) | 20 (+5) | 10 (+0) | 12 (+1) | 14 (+2) |
>___
>- **Saving Throws** Dex +7, Con +9, Wis +5, Cha +6
>- **Skills** Athletics +14, Intimidation +7, Perception +5
>- **Senses** passive Perception 15
>- **Languages** Common
>- **Challenge** 11 (7,200 XP)
>___
>### Actions
>
>***Multiattack.*** The elbaf warrior makes two melee attacks or two ranged
attacks.
>
>***Spear (Melee; One-Handed).*** *Melee Weapon Attack:* +13 to hit, reach 10 ft.,
one target. *Hit:* (4d6+9) piercing damage
>
>***Spear (Melee; Two-Handed).*** *Melee Weapon Attack:* +13 to hit, reach 10 ft.,
one target. *Hit:* (4d8+9) piercing damage
>
>***Spear (Ranged).*** *Ranged Weapon Attack:* +13 to hit, reach 20/60 ft., one
target. *Hit:* (4d6+9) piercing damage
>
>
>***Shield Bash*** *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target.
*Hit:* (4d4+9) bludgeoning damage. It must succeed on a DC 20 Strength saving throw
or be knocked prone
>
>### Reactions
>
>***Parry.*** The elbaf warrior adds 3 to its AC against one melee attack that
would hit it. To do so, the elbaf warrior must see the attacker and be wielding a
melee weapon.

___
___
>## Tinkerer
>
>*Medium humanoid (any race), any alignment*
>___
>- **Armor Class** 12 (15 with mage armor)
>- **Hit Points** 40 (9d8)
>- **Speed** 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 9 (-1) | 14 (+2) | 11 (+0) | 17 (+3) | 12 (+1) | 11 (+0) |
>___
>- **Saving Throws** Int +6, Wis +4
>- **Skills** Arcana +6, History +6
>- **Senses** passive Perception 11
>- **Languages** Common
>- **Challenge** 6 (2,300 XP)
>___
>
>***Spellcasting.*** The tinkerer is a 9th-level spellcaster. Its spellcasting
ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The
tinkerer has the following wizard spells prepared: • Cantrips (at will): fire bolt,
light, gust, prestidigitation • 1st level (4 slots): burning hands, mage armor,
magic missile, shield • 2nd level (3 slots): mirror image, scorching ray • 3rd
level (3 slots): fly, lightning bolt, major image • 4th level (3 slots): greater
invisibility, storm sphere • 5th level (1 slot): cloudkill
>
>### Actions
>
>***Quarterstaff (Melee; One-Handed).*** *Melee Weapon Attack:* +5 to hit, reach 5
ft., one target. *Hit:* (1d6+2) bludgeoning damage
>
>***Quarterstaff (Melee; Two-Handed).*** *Melee Weapon Attack:* +5 to hit, reach 5
ft., one target. *Hit:* (1d8+2) bludgeoning damage
>
>***Fire Bolt.*** *Ranged Spell Attack:* +6 to hit, reach 120 ft., one target.
*Hit:* (2d10) fire damage. A flammable object hit by this spell ignites if it isn't
being worn or carried.
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<div class='footnote'>CHAPTER 3 | MONSTER MANUAL</div>

\page

## Devil Fruit Users

<div style='margin-top:500px;'></div>

___
___
>## Devil Fruit User (Zoan)
>
>*Medium humanoid (any race), any alignment*
>___
>- **Armor Class** 12
>- **Hit Points** 120 (16d8+48)
>- **Speed** 30 ft. (50 ft. in lion or hybrid form)
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 17 (+3) | 15 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 11 (+0) |
>___
>- **Skills** Perception +5, Stealth +4
>- **Senses** darkvision 60 ft., passive Perception 15
>- **Languages** Common
>- **Challenge** 4 (1,100 XP)
>___
>
>
>***Devil Fruit User.*** The zoan user has eaten the Neko Neko no mi, Model: Lion
zoan devil fruit, allowing it to transform into a lion or lion hybrid. It has the
following weaknesses:
>
>***•*** A devil fruit user has a permanent swimming speed of 0. When more than
half-submerged in a body of water or liquid, the devil fruit user becomes
incapacitated and cannot move or take actions until it exits the body of water.
>
>***•*** Devil fruit user cannot consume more than one Devil Fruit, or else they
will immediately die. There may be unknown exceptions to this rule, however.
>
>***•*** If a devil fruit user ever comes into direct contact with sea stone, they
must succeed on a DC 20 Constitution Save, or become incapacitated and can't move
or take actions until they are no longer touching the material. If they succeed on
the initial save, they must also save at the beginning of each following turn so
long as they are touching the seastone.
>
>***Shapechanger.*** The zoan user can use its action to polymorph into a Large
lion-humanoid hybrid or into a Large lion, or back into its true form, which is
humanoid. Its statistics, other than its size and AC, are the same in each form.
Any equipment it. is wearing or carrying isn't transformed. It reverts to its true
form if it dies.
>
>***Keen Smell.*** The zoan user has advantage on Wisdom (Perception) checks that
rely on smell.
>
>***Pounce (Lion or Hybrid Form Only).*** If the zoan user moves at least 20 feet
straight toward a creature and then hits it with a claw Attack on the same turn,
that target must succeed on a DC 14 Strength saving throw or be knocked prone. If
the target is prone, the zoan user can make one bite Attack against it as a bonus
Action.
>
>### Actions
>
>***Multiattack (Humanoid or Hybrid Form Only).*** In humanoid form, the zoan user
makes two cutlass attacks or one rifle attack. In hybrid form, it can attack like a
humanoid or make two claw attacks.
>
>***Bite (Lion or Hybrid Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5
ft., one target. Hit: (1d10 + 3) piercing damage.
>
>***Claw (Lion or Hybrid Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5
ft., one target. Hit: (1d8 + 3) slashing damage.
>
>***Cutlass (Humanoid or Hybrid Form Only).*** *Melee Weapon Attack:* +5 to hit,
reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
>
>***Musket (Humanoid or Hybrid Form Only).*** Ranged Weapon Attack: +4 to hit,
reach 80/320 ft., one target. Hit: 5 (1d8+2) bludgeoning damage

___
___
>## Devil Fruit User (Paramecia)
>
>*Medium humanoid (any race), any alignment*
>___
>- **Armor Class** 15 (light bulletproof shirt)
>- **Hit Points** 90 (12d8+36)
>- **Speed** 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 15 (+2) | 16 (+3) | 16 (+3) | 12 (+12) | 18 (+4) | 12 (+1) |
>___
>- **Saving Throws** Wis +7, Cha +4
>- **Skills** Arcana +4, Deception +4, Persuasion +4
>- **Senses** passive Perception 14
>- **Languages** Common
>- **Challenge** 7 (2,900 XP)
>___
>
>
>***Devil Fruit User.*** The paramecia user has eaten the Netsu Netsu no mi Devil
Fruit, allowing its user to use and manipulate heat, becoming a "heat human". It
has the following weaknesses:
>
>***•*** A devil fruit user has a permanent swimming speed of 0. When more than
half-submerged in a body of water or liquid, the devil fruit user becomes
incapacitated and cannot move or take actions until it exits the body of water.
>
>***•*** Devil fruit user cannot consume more than one Devil Fruit, or else they
will immediately die. There may be unknown exceptions to this rule, however.
>
>***•*** If a devil fruit user ever comes into direct contact with sea stone, they
must succeed on a DC 20 Constitution Save, or become incapacitated and can't move
or take actions until they are no longer touching the material. If they succeed on
the initial save, they must also save at the beginning of each following turn so
long as they are touching the seastone.
>
>***Innate Spellcasting (Six Powers and Haki).*** The paramecia user's innate
spellcasting ability is Wisdom (spell save DC 15). It can innately cast the
following spells, requiring no components: • 3/day each: blur, expeditious retreat,
feather fall (self), jump (self), misty step, see invisibility, shield • 1/day
each: arcane eye, haste (self)
>
>***Netsu Netsu no Mi (Rare).*** This devil fruit has 9 charges, and any of its
properties that require a saving throw have a save DC of 13 and it has a +5 to hit
with spell attacks. The user of this fruit can use an action to cast fire bolt or
heat metal. Alternatively, it can expend 1 or more of the devil fruit’s charges to
cast one of the following spells from it: burning hands (1 charge), hellish rebuke
(1 charge), scorching ray (2 charges), wall of fire (4 charges), or flame strike (5
charges). The devil fruit regains expended charges daily at dawn.
>
>***Observation Haki (1/Day).*** Whenever the paramecia user makes an attack roll,
an ability check, or a saving throw, it can decide to roll an additional d20. It
can choose which of the d20s is used for the attack roll, ability check, or saving
throw. The paramecia user can change the outcome of a roll when an attack is made
against it. Roll a d20, and then choose whether the attack uses the attacker’s roll
or the paramecia user's. If more than one creature uses observation haki to
influence the outcome of a roll, any disadvantage or advantage from observation
haki applied to the roll will be canceled; no additional dice are rolled.
>
>### Actions
>
>***Fire Bolt.*** *Ranged Spell Attack:* +5 to hit, reach 120 ft., one target. Hit:
(4d10) fire damage.
>
>***Scimitar.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. Hit:
(1d6 + 3) slashing damage plus (3d6) fire damage.
>
>***Pistol.*** *Ranged Weapon Attack:* +6 to hit, reach 30/120 ft., one target.
Hit: (1d10 + 3) piercing damage.

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\page

<div style='margin-top:800px;'></div>

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transform:scaleX(1)rotate(-10deg);">

___
___
>## Devil Fruit User (Logia)
>
>*Medium humanoid (any race), any alignment*
>___
>- **Armor Class** 15 (or 17 with logia guard)
>- **Hit Points** 144 (17d8+68)
>- **Speed** 30 ft., fly 30 ft. (levitate, logia guard only)
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 15 (+2) | 20 (+5) | 16 (+3) | 10 (+0) | 14 (+2) | 12 (+1) |
>___
>- **Saving Throws** Dex +9, Con +7
>- **Skills** Acrobatics +9, Intimidation +5, Perception +6, Stealth +6
>- **Damage Immunities** Poison; bludgeoning, piercing and slashing that is
nonmagical
>- **Condition Immunities** Blinded (from smoke), poisoned
>- **Senses** passive Perception 16
>- **Languages** Common
>- **Challenge** 10 (5,900 XP)
>___
>
>
>***Devil Fruit User.*** The logia user has eaten the Moku Moku no mi Devil Fruit,
allowing its user to transform into, use, and manipulate smoke, becoming a "smoke
human". It has the following weaknesses:
>
>***•*** A devil fruit user has a permanent swimming speed of 0. When more than
half-submerged in a body of water or liquid, the devil fruit user becomes
incapacitated and cannot move or take actions until it exits the body of water.
>
>***•*** Devil fruit user cannot consume more than one Devil Fruit, or else they
will immediately die. There may be unknown exceptions to this rule, however.
>
>***•*** If a devil fruit user ever comes into direct contact with sea stone, they
must succeed on a DC 20 Constitution Save, or become incapacitated and can't move
or take actions until they are no longer touching the material. If they succeed on
the initial save, they must also save at the beginning of each following turn so
long as they are touching the seastone.
>
>***Logia Guard.*** The logia user can spend an action to enter it's logia guard
form. While in this form, it gains the following benefits:
>
>***•*** It gains a +2 bonus to AC.
>
>***•*** It has advantage on Dexterity checks and Dexterity saving throws.
>
>***•*** It becomes a misty cloud of smoke for the duration, making its only method
of movement a flying speed equal to its movement speed. It can pass through small
holes, narrow openings, and even mere cracks. It remains hovering in the air even
when stunned or otherwise Incapacitated, unless by seastone or water. It can move
through the space of another creature, and it doesn't count as difficult terrain.
If it ends its turn in another creature's space, it is shunted to the last
unoccupied space you occupied, and it takes 1d8 force damage.
>
>***•*** It chooses which equipment it is holding transforms into its element and
travels with it normally. Worn equipment functions as usual, but benefits from the
logia user's resistances and immunities and attacks that normally phase through it
will also phase through its equipment as if it is a part of its body.
>
>
>***Moku Moku no Mi (Very Rare).*** This devil fruit has 13 charges, and any of its
properties that require a saving throw have a save DC of 15 and it has a +7 to hit
with spell attacks. The user of this fruit can use an action to cast mage hand, and
its reach with its melee weapons increases by 30 feet, as its arms can turn into
smoke and extend outward. Alternatively, it can expend 1 or more of the devil
fruit’s charges to cast one of the following spells from it: Fog Cloud (1 charge),
Misty Step (2 charges), Gaseous Form (3 charges), Stinking Cloud (3 charges),
Cloudkill (5 charges), Investiture of Wind (6 charges), Wind Walk (6 charges). The
devil fruit regains expended charges daily at dawn.. The devil fruit regains
expended charges daily at dawn.
>
>***Seastone Weapon.*** The tip of the rapier held by the logia user is made of
seastone, and forces any Devil Fruit-using creature it hits to make a DC 20
Constitution saving throw or be subjected to its seastone weakness effects.
Additionally, the rapier ignores immunity to piercing damage from devil fruit
users.
>
>### Actions
>
>***Multiattack.*** The logia user makes three attacks with its seastone rapier. If
either attack hits and the target is within 10 feet of a 5-foot cube of smoke or
fog created by the logia user on a previous turn, the logia user can dismiss that
smoke or fog and cause the target to take 21 (6d6) poison damage from smoke
inhalation. The logia user can dismiss smoke or fog in this way no more than once
per turn.
>
>***Seastone Rapier.*** *Melee Weapon Attack:* +9 to hit, reach 35 ft., one target.
Hit: (1d8 + 5) piercing damage. The logia user can then fill an unoccupied 5-foot
cube within 5 feet of the target with smoke or fog (such as from the fog cloud
spell), which remains for 1 minute.

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<div class='footnote'>CHAPTER 3 | MONSTER MANUAL</div>

\page

## Epic Bosses

**WARNING:** This section introduces a range of exceptionally lethal bosses that


you can incorporate into your campaign for late-game encounters. CR calculations
may no longer apply to determining difficulty in this section, since it is capped
out at 30. Be aware that these bosses present an extreme challenge; even level 20
parties may find them difficult to defeat despite having full resources at their
disposal. If your group possesses powerful Devil Fruits and Haki, their characters
are built with heavy optimization and epic gear, and a fair assortment of Epic
Boons from the standard 5th Edition DMG guide have been given, they will have a
fair chance of triumphing over these extreme encounters if fought. Remember that
not every one of these encounters need to be beaten through direct combat alone.

<div style='margin-top:450px;'></div>

___
___
>## Sea King Lord [Epic]
>
>*Gargantuan dragon, unaligned*
>___
>- **Armor Class** 25 (natural armor)
>- **Hit Points** 585 (30d20+270)
>- **Speed** 30 ft., swim 60 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 30 (+13) | 12 (+4) | 30 (+13) | 21 (+8) | 20 (+8) | 24 (+10) |
>___
>- **Saving Throws** Str +22, Dex +12, Con +22, Int +17, Wis +17, Cha +19
>- **Skills** Athletics +22, Intimidation +22, Perception +26, Stealth +12
>- **Damage Resistances** Acid, cold, fire; bludgeoning, piercing, and slashing
that is nonmagical
>- **Condition Immunities** prone
>- **Senses** darkvision 180 ft., passive Perception 36
>- **Languages** Sea King, Telepathy 120 ft. (with others that can hear the "voice
of all things")
>- **Challenge** 30 (155,000 XP)
>___
>
>***Amphibious.*** The Sea King Lord can breathe air and water.
>
>***Chomp.*** The Sea King Lord can use a bonus action to make a bite or swallow
attack against a creature it has grappled.
>
>***Colossal.*** The Sea King Lord's space is 45' x 45'.
>
>***Innate Spellcasting.*** The Sea King Lord’s innate spellcasting ability is
Charisma (spell save DC 24; +16 to hit with spell attacks). It can innately cast
the following spells, requiring no components:
>* At will: control water, tidal wave, maelstrom
>* 1/day each: storm of vengeance, tsunami
>
>***Legendary Resistance (5/Day).*** If the Sea King Lord fails a saving throw, it
can choose to succeed instead.
>
>***Magic Resistance.*** The Sea King Lord has advantage on saving throws against
spells and other magical effects.
>
>***Magic Weapons.*** The Sea King Lord's weapon attacks are treated as magical for
overcoming resistances and immunities.
>
>***Cataclysmic Rage of the Sea (Recharges after a Short or Long Rest).*** If the
Sea King Lord would be reduced to 0 hit points, its current hit point total instead
resets to 500 hit points, it recharges its Seawater Cannon, and it regains any
expended uses of Legendary Resistance. Additionally, the Sea King Lord can now use
the options in the “Mythic Actions” section for 1 hour. Award a party an additional
155,000 XP (310,000 XP total) for defeating the Sea King Lord after its Cataclysmic
Rage of the Sea activates.
>
>***Siege Monster.*** The Sea King Lord's weapon attacks do double damage to
objects and structures.
>
>***Water Sense.*** When the Sea King Lord is completely submerged it gains
tremorsense to 240 feet.
>
>***Waves of Wrath.*** Any bludgeoning damage dealt by the Sea King Lord from
water-based attacks counts as magical for overcoming resistances and immunities.
>
>### Actions
>
>***Multiattack.*** The Sea King Lord can make one Bite Attack and one Constrict or
Tail attack.
>
>***Bite.*** *Melee Weapon Attack:* +22 to hit, reach 35 ft., one target. *Hit:*
(7d10 + 16) piercing damage plus (10d6) cold damage, and if the Sea King Lord
wishes, it is grappled (escape DC 24). If the creature is Large or smaller it is
also restrained. As long as the Sea King Lord maintains the grapple, it cannot bite
another creature.
>
>***Constrict.*** *Melee Weapon Attack:* +22 to hit, reach 5 ft., one target.
*Hit:* (10d10 + 16) bludgeoning damage, and the target is grappled (escape DC 24).
Until this grapple ends, the creature is restrained, and the sea king can’t
constrict another target.
>
>***Tail.*** *Melee Weapon Attack:* +22 to hit, reach 45 ft., one target. *Hit:*
(7d12 + 16) bludgeoning damage. If the target is a creature, it must succeed on a
DC 30 Strength saving throw or be knocked prone or pushed 30 feet, the Sea King
Lord's choice, and stunned until the end of the Sea King's next turn.
>
>***Thunderous Roar.***. The Sea King unleashes a deafening roar that can be felt
and heard by any creature within 90 feet of it. Each creature in this area must
make a DC 30 Constitution saving throw, taking (11d6) thunder damage and being
deafened on a failed save or taking half as much damage and not being deafened on a
successful save.
>
>***Seawater Cannon (Recharge 5-6).*** The Sea King Lord exhales a 280-foot cone
wave of frigid seawater. Each creature in that area must make a DC 29 Dexterity
saving throw. On a failure, the target takes 195 (30d12) bludgeoning damage and 195
(30d12) cold damage, and is pushed to the end of the cone and knocked prone. On a
successful save, the creature takes half as much damage and isn't pushed or knocked
prone.
>
>***Swallow.*** A Large or smaller creature grappled by the Sea King must make a DC
25 Strength saving throw or be swallowed and the grapple ends. While swallowed, the
creature is blinded and restrained, it has total cover against attacks and other
effects outside the Sea King, and it takes 55 (10d10) acid damage at the start of
each of the Sea King's turns.
>
>The Sea King's stomach has an AC of 21 and if it takes 60 damage or more on a
single turn from a creature inside it, the Sea King must makea DC 20 Constitution
saving throw at the end of that turn or regurgitate all swallowed contents of its
stomach. Creatures that are regurgitated fall prone within 10 feet of the Sea King.
If the Sea King dies, a creature is no longer swallowed and may escape from the
corpse by using 55 feet of its movement, exiting prone.
>
>### Legendary Actions
>
>The Sea King Lord can take 4 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only at the end of
another creature’s turn. The Sea King Lord regains spent legendary actions at the
start of its turn.
>
>- **Detect.** The Sea King Lord can make a Wisdom (Perception) check.
>- **Move.** The Sea King Lord can move up to half its speed.
>- **Whirlpool (Costs 2 Actions).** The Sea King Lord forms a 30-foot radius vortex
in a body of water within 120 feet of it and lasts until the end of the Sea King
Lord's next turn. The vortex is considered difficult terrain and each creature or
vehicle which starts its turn in the vortex's area must succeed on a DC 24 Strength
saving throw or be pulled to the center of the vortex. Additionally, creatures
within the vortex without a swim speed have disadvantage on their attacks while
they remain inside it.
>- **Thunderous Roar (Costs 3 Actions).** The Sea King Lord makes a Thunderous Roar
attack.
>- **Innate Casting (Costs 3 Actions).** The Sea King Lord casts an at-will spell.
>
>### Mythic Actions
>
>If the Sea King Lord’s Cataclysmic Rage of the Sea trait has activated in the last
hour, it can use the options below as legendary actions.
>
>- **Explosive Dive (Costs 3 Actions).** The Sea King Lord dives into the water in
an explosive motion. Each creature within 30 ft. of the Sea King Lord must succeed
on a DC 28 Dexterity saving throw or take (3d10) bludgeoning damage and (3d10) cold
damage from the splash and be knocked prone. The Sea King can then swim up to its
swimming speed.
>- **Tail Sweep (Costs 4 Actions).** The Sea King swings its tail in a 45-foot
cone. Each creature in the area must make a DC 30 Dexterity saving throw or take
(7d12 + 16) bludgeoning damage, be pushed back 30 feet, knocked prone, and stunned
until the end of the Sea King's next turn.

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___
___
>## Dread Yonko [Epic] (Spoilers)
>
>*Medium Humanoid (any race), any non-lawful alignment*
>___
>- **Armor Class** 27 (Haki)
>- **Hit Points** 574 (28d20+280)
>- **Speed** 60 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 30 (+12) | 29 (+11) | 28 (+11) | 27 (+10) | 27 (+10) | 30 (+12) |
>___
>- **Saving Throws** Str +19, Dex +20, Con +20, Wis +19, Cha +20
>- **Skills** Athletics +23, Intimidation +26, Perception +23, Survival +18,
Stealth +20
>- **Damage Resistances** Acid, cold, fire, lightning, necrotic, radiant
>- **Damage Immunities** Poison; bludgeoning, piercing, and slashing from
nonmagical attacks
>- **Condition Immunities** Charmed, exhaustion, deafened, frightened, paralyzed,
poisoned, stunned
>- **Senses** Truesight 240 ft., passive Perception 33
>- **Languages** Common, All (Voice of all things)
>- **Challenge** 30 (155,000 XP)
>___
>
>***Legendary Resistance (5/Day).*** If the Dread Yonko fails a saving throw, it
can choose to succeed instead.
>
>***King's Infusion Armament Haki.*** The Dread Yonko's weapon attacks count as
magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks
and damage, such as resistances granted by Devil Fruits. The Dread Yonko also adds
an additional (9d8) force damage onto its melee weapon attacks and increases its
melee weapon attack range by 5 feet.
>
>***Observation Haki (3/Day).*** Whenever the Dread Yonko makes an attack roll, an
ability check, or a saving throw, it can decide to roll an additional d20. It can
choose which of the d20s is used for the attack roll, ability check, or saving
throw. The Dread Yonko can change the outcome of a roll when an attack is made
against it. Roll a d20, and then choose whether the attack uses the attacker’s roll
or the Dread Yonko's. If more than one creature uses observation haki to influence
the outcome of a roll, any disadvantage or advantage from observation haki applied
to the roll will be canceled; no additional dice are rolled.
>
>***Conqueror's Haki (3/Day).*** As a bonus action, the Dread Yonko can manifest
its frightful presence. Each creature of its choice that is within 120 feet of it
and aware of it must succeed on a DC 22 Wisdom saving throw. A creature that fails
becomes frightened of it for 1 minute. A creature that fails this save by 5 or more
is incapactiated until the start of the Dread Yonko's next turn. The creature can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success.
>
>***Dread Emperor's Wrath (Recharges after a Short or Long Rest).*** If the Dread
Yonko would be reduced to 0 hit points, its current hit point total instead resets
to 500 hit points, it recharges its Divine Departure, and it regains any expended
uses of Legendary Resistance. Additionally, the Dread Yonko can now use the options
in the “Mythic Actions” section for 1 hour. Award a party an additional 155,000 XP
(310,000 XP total) for defeating the Dread Yonko after its Emperor's Wrath
activates.
>
>***Innate Spellcasting (Six Powers and Haki).*** The Dread Yonko’s innate
spellcasting ability is Charisma (spell save DC 26; +18 to hit with spell attacks).
It can innately cast the following spells, requiring no components: At Will: detect
magic, dispel magic, toll the dead (17th level) • 3/day each: blur, dominate
person, fear, jump (self) • 1/day each: arcane eye, control weather, death ward
(self), dominate monster, earthquake, foresight, phantasmal killer (9th-level),
psychic scream
>
>***Variant: Devil Fruit User.*** If the Dread Yonko has consumed a Devil Fruit, it
gains a Legendary Devil Fruit power, granting the Dread Yonko any abilities and
spells it gives. The Dread Yonko will also gain all the weaknesses given to Devil
Fruit users, such as water and seastone vulnerability. Its CR also increases by 2.
>
>### Actions
>
>***Multiattack.*** The Dread Yonko makes three saber attacks or three Air Slash
attacks.
>
>***Supreme Meito.*** *Melee Weapon Attack:* +22 to hit, reach 10 ft., one target.
*Hit:* (10d6+13) slashing damage plus (9d8) force damage, and the target is pushed
10 feet away from the Dread Yonko.
>
>***Air Slash.*** *Ranged Spell Attack:* +19 to hit, reach 600 ft., one target.
*Hit:* (10d10) slashing damage
>
>***Shave.*** The Dread Yonko magically teleports, along with any equipment it is
wearing or carrying, up to 200 feet to an unoccupied space it can see.
>
>***Divine Departure (Recharge 5-6).*** The Dread Yonko leaps up to 200 feet to a
point it can see and makes a weapon attack against a creature within 5 feet of its
landing spot with its Supreme Meito. Additionally, all creatures within 60 feet of
the landing spot must make a DC 29 Dexterity saving throw, taking (14d12) force
damage on a failed save and half as much damage on a successful one.
>
>### Reactions
>
>***Observation Killer.*** The Dread Yonko can use its reaction to cancel one Color
of Observation spell, ability, or dice-altering effect being used by a creature it
can see.
>
>### Legendary Actions
>
>The Dread Yonko can take 3 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only at the end of
another creature’s turn. The Dread Yonko regains spent legendary actions at the
start of its turn.
>
>- **Move.** The Dread Yonko can move up to half its speed without provoking
opportunity attacks.
>- **Heaven-Splitting Slash.** The Dread Yonko slashes its sword, sending out an
energy slash which forms a line 150 feet long and 20 feet high. Each creature in
the line must make a DC 29 Dexterity saving throw. A creature takes (6d8) slashing
damage and (6d8) thunder damage on a failed save, or half as much damage on a
successful one.
>- **Attack (2/round).** The Dread Yonko makes a Supreme Meito attack.
>
>### Mythic Actions
>
>If the Dread Yonko’s Dread Emperor's Wrath trait has activated in the last hour,
it can use the options below as legendary actions.
>
>- **Emperor's Shield (Costs 2 Actions).** The Dread Yonko manifests its spirit
into a suit of armor that protects it; it gains 77 temporary hit points until the
start of its next turn.
>- **Let's End this War (Costs 2 Actions).** The Dread Yonko and its allies within
100 feet gain a +2 bonus to AC until the end of the Dread Yonko's next turn.
Additionally, the Dread Yonko and its allies in this area also receive 20 temporary
hit points, immunity from the frightened or charmed condition, and advantage on
Saving throws made against Color of the Supreme King haki.

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___
___
>## Navy Legend [Epic] (Spoilers)
>
>*Medium Humanoid (any race), any Good alignment*
>___
>- **Armor Class** 26 (Haki)
>- **Hit Points** 630 (28d20+336)
>- **Speed** 60 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 30 (+12) | 30 (+12) | 33 (+13) | 23 (+8) | 27 (+10) | 29 (+11) |
>___
>- **Saving Throws** Str +21, Dex +21, Con +22, Wis +19, Cha +20
>- **Skills** Athletics +21, Athletics +21, Insight +17, Perception +17
>- **Damage Resistances** Acid, cold, fire, lightning, necrotic, radiant
>- **Damage Immunities** Poison; bludgeoning, piercing, and slashing from
nonmagical attacks
>- **Condition Immunities** Charmed, exhaustion, deafened, frightened, paralyzed,
poisoned, stunned
>- **Senses** Truesight 240 ft., passive Perception 27
>- **Languages** Common, All (Voice of all things)
>- **Challenge** 30 (155,000 XP)
>___
>
>***Legendary Resistance (5/Day).*** If the Navy Legend fails a saving throw, it
can choose to succeed instead.
>
>***King's Infusion Armament Haki.*** The Navy Legend's weapon attacks count as
magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks
and damage, such as resistances granted by Devil Fruits. The Navy Legend also adds
an additional (9d8) force damage onto its melee weapon attacks and increases its
melee weapon attack range by 5 feet.
>
>***Observation Haki (3/Day).*** Whenever the Navy Legend makes an attack roll, an
ability check, or a saving throw, it can decide to roll an additional d20. It can
choose which of the d20s is used for the attack roll, ability check, or saving
throw. The Navy Legend can change the outcome of a roll when an attack is made
against it. Roll a d20, and then choose whether the attack uses the attacker’s roll
or the Navy Legend's. If more than one creature uses observation haki to influence
the outcome of a roll, any disadvantage or advantage from observation haki applied
to the roll will be canceled; no additional dice are rolled.
>
>***Conqueror's Haki (3/Day).*** As a bonus action, the Navy Legend can manifest
its frightful presence. Each creature of its choice that is within 120 feet of it
and aware of it must succeed on a DC 21 Wisdom saving throw. A creature that fails
becomes frightened of it for 1 minute. A creature that fails this save by 5 or more
is incapactiated until the start of the Navy Legend's next turn. The creature can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success.
>
>***Hero's Mighty Surge (Recharges after a Short or Long Rest).*** If the Navy
Legend would be reduced to 0 hit points, its current hit point total instead resets
to 500 hit points, it recharges its Galaxy Impact, and it regains any expended uses
of Legendary Resistance. Additionally, the Navy Legend can now use the options in
the “Mythic Actions” section for 1 hour. Award a party an additional 155,000 XP
(310,000 XP total) for defeating the Navy Legend after its Hero's Mighty Surge
activates.
>
>***Innate Spellcasting (Six Powers and Haki).*** The Navy Legend’s innate
spellcasting ability is Charisma (spell save DC 25; +17 to hit with spell attacks).
It can innately cast the following spells, requiring no components: At Will: detect
magic, dispel magic, toll the dead (17th level) • 3/day each: blur, dominate
person, fear, jump (self) • 1/day each: arcane eye, control weather, death ward
(self), dominate monster, earthquake, foresight, phantasmal killer (9th-level),
psychic scream
>
>**Reckless.** At the start of its turn, the Navy Legend can gain advantage on all
melee weapon attack rolls during that turn, but attack rolls against it have
advantage until the start of its next turn.
>
>***Variant: Devil Fruit User.*** If the Navy Legend has consumed a Devil Fruit, it
gains a Legendary Devil Fruit power, granting the Navy Legend any abilities and
spells it gives. The Navy Legend will also gain all the weaknesses given to Devil
Fruit users, such as water and seastone vulnerability. Its CR also increases by 2.
>
>### Actions
>
>***Multiattack.*** The Navy Legend makes three unarmed strikes or one Massive
Cannonball Toss attack. It can replace each of its unarmed strikes with a Bone
Crusher Technique against a creature it has grappled, but can't use it against the
same target more than once per turn.
>
>***Unarmed Strike.*** *Melee Weapon Attack:* +19 to hit, reach 10 ft., one target.
*Hit:* (5d12+13) bludgeoning damage plus (9d8) force damage, and the target is
grappled by the Navy Legend (escape DC 23). The Navy Legend can only grapple one
creature at a time this way.
>
>***Massive Cannonball Toss.*** *Ranged Spell Attack:* +19 to hit, reach 600 ft.,
one target. *Hit:* (20d10+13) bludgeoning damage
>
>***Bone Crusher Technique.*** The Navy Legend makes one of the following attacks
against a creature it is grappling:
>
> - **Headbutt.** *Melee Weapon Attack:* +19 to hit, reach 10 ft., one target.
*Hit:* (5d12+13) bludgeoning damage plus (9d8) force damage, and the target has
disadvantage on attack rolls until the end of the Navy Legend's next turn.
>
>- **Backbreaker.** *Melee Weapon Attack:* +19 to hit, reach 10 ft., one target.
*Hit:* (5d12+13) bludgeoning damage plus (9d8) force damage, and the target must
succeed on a DC 23 Constitution saving throw or become stunned until the end of the
Navy Legend's next turn.
>
> - **Suplex.** *Melee Weapon Attack:* +19 to hit, reach 10 ft., one target. *Hit:*
(8d12+13) bludgeoning damage plus (9d8) force damage, and the target is knocked
prone and released from the Navy Legend's Grapple.
>
>***Shave.*** The Navy Legend magically teleports, along with any equipment it is
wearing or carrying, up to 120 feet to an unoccupied space it can see.
>
>***Galaxy Impact (Recharge 5-6).*** The Navy Legend slams the ground, releasing a
shockwave in a 120-foot radius sphere centered on itself. Each creature in that
area must make a DC 29 Constitution saving throw. On a failure, a creature takes
(14d12) force damage and is knocked prone. On a success, it takes half as much
damage and isn't knocked prone.
>
>### Legendary Actions
>
>The Navy Legend can take 3 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only at the end of
another creature’s turn. The Navy Legend regains spent legendary actions at the
start of its turn.
>
>- **Move.** The Navy Legend can move up to half its speed.
>- **Attack (2/round).** The Navy Legend makes a weapon attack.
>- **Shave (Costs 2 Actions).** The Navy Legend uses it's Shave action.
>
>### Mythic Actions
>
>If the Navy Legend’s Hero's Mighty Surge trait has activated in the last hour, it
can use the options below as legendary actions.
>
>- **Brace for Impact (Costs 2 Actions).** The Navy Legend manifests its spirit
into a suit of armor that protects it; it gains 77 temporary hit points until the
start of its next turn.
>- **Crippling Black Fist (Costs 3 Actions).** *Melee Weapon Attack:* +19 to hit,
reach 10 ft., one target. *Hit:* (10d20) force damage and the targets speed is
reduced in half and they cannot regain hit points for 1 day. The target can make a
DC 29 Constitution saving throw at the end of its turn, ending the effects on
itself on a success, or taking a (10d10) necrotic damage on a failed save.

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## Raising the Stakes with Bounties: The Ultimate Gold & Glory System

If you're a Dungeon Master aiming to include a method of power-scaling or including


greater reward for players overtaking enemy pirate crews, introducing a well-
crafted bounty system can be a game-changer. This Bounty System offers a robust
framework for calculating the bounties of nefarious pirate captains and their
infamously skilled crews.

### Putting a Price on Piracy: Calculating Player Bounties

Sure, it might be easy to scrawl out an arbitrary number on a wanted poster, but
what’s the fun in a random bounty? With this carefully calibrated system, you'll be
setting the bar for pirate prestige and notoriety! Remember, in this world, 1 gp is
equal to ฿10,000, ensuring that reputations will be built and lost in a grand
scale. Grab your quill and parchment; it’s time to quantify just how notorious your
player-pirates truly are.

##### Individual Player Bounty Table


| Category | Add This to Their Bounty |
|:----:|:-------------|
| Player's Level | Player Level² (squared) x ฿1,000,000 |
| Number of Crewmates | Crew Mates x ฿1,000,000 |
| Devil Fruit Powers | Devil Fruit Rarity Level over Common x ฿10,000,000 |
| Haki Powers | Highest Haki Advancement Rarity Level over Common x ฿10,000,000 |
| Minor Acts of Infamy | Each Notable Deed x ฿10,000,000 |
| Major Acts of Infamy | Each Notable Deed x ฿100,000,000 |
| Ship Power | Ship's Constitution Score x ฿1,000,000 |
| Fleet Size | Number of Additional Ships Under Fleet x ฿10,000,000 |
| Treasure Plundered | Total Belly(฿) Value of Treasure and Goods Stolen x 2 |
| Civilians Captured or Killed | Number of Civilians x ฿100,000 |
| Cities Razed | Number of Cities Destroyed or Raided x ฿10,000,000 |
| Navy Ships Attacked or Destroyed | Number of Navy Ships x ฿10,000,000 |
| World Nobles Attacked or Killed | Number of World Nobles x ฿100,000,000 |
**Note:** You can use the total for the maximum sum of your crews' bounty values,
or put most of this value on the captan's bounty. Feel free to tweak these numbers
to suit the economic balance of your game. These are just guidelines, after all!

### Putting Bounties to the Test: Example Calculations


To give you a taste of how this Bounty System plays out in practice, let's put some
bounties on the heads of two pirates, each notorious in their own way.

#### Example 1: Captain Scarlet

- **Level:** 8 (฿64,000,000 calculated as 8² x ฿1,000,000)


- **Number of Crewmates:** 12 (฿12,000,000)
- **Devil Fruit Powers:** None (No bonus)
- **Haki Powers:** Highest Haki Advancement is Rare (฿20,000,000 calculated as 2 x
฿10,000,000)
- **Minor Acts of Infamy:** 3 notable deeds (฿30,000,000)
- **Ship Power:** Constitution Score of 16 (฿16,000,000)
- **Treasure Plundered:** ฿10,000,000 worth stolen (฿20,000,000 added to bounty)

***Total Bounty:*** ฿64,000,000 (level) + ฿12,000,000 (crew) + ฿20,000,000 (haki) +


฿30,000,000 (infamy) + ฿16,000,000 (ship) + $20,000,000 (treasure) =
**฿162,000,000**

#### Example 2: Fleet Captain Vortex

- **Level:** 12 (฿144,000,000 calculated as 12² x ฿1,000,000)


- **Number of Crewmates:** 60 (฿60,000,000)
- **Devil Fruit Powers:** Rare Rarity (฿20,000,000 calculated as 2 x ฿10,000,000)
- **Haki Powers:** Highest Haki Advancement is Very Rare (฿30,000,000 calculated as
3 x ฿10,000,000)
- **Major Acts of Infamy:** 1 notable deed (฿100,000,000)
- **Ship Power:** Constitution Score of 18 (฿18,000,000)
- **Fleet Size:** 3 ships (฿30,000,000)
- **Treasure Plundered:** ฿50,000,000 worth stolen (฿100,000,000 added to bounty)
- **Navy Ships Destroyed:** 2 (฿20,000,000)

***Total Bounty:*** ฿144,000,000 (level) + ฿60,000,000 (crew) + ฿20,000,000 (devil


fruit) + ฿30,000,000 (haki) + ฿100,000,000 (infamy) + ฿18,000,000 (ship) +
฿30,000,000 (fleet) + $100,000,000 (treasure) + ฿20,000,000 (ships destroyed) =
**฿378,000,000**

```
```

### Bounty Hunting for Players: Calculating Enemy Pirate Crew Bounties

Just as we scaled player bounties by character level and deeds, enemy pirate
bounties should reflect their danger and the treasures they guard. With a
foundation in Challenge Rating (CR), this framework ensures your players always
have an enticing challenge that promises suitable rewards. Only use this table if
the captain's CR is 1 or higher, and has the highest CR out of the entire crew.

##### Enemy Pirate Crew Total Bounty Table


| Category | Add This to Their Bounty |
|:----:|:-------------|
| Captain's CR (Challenge Rating) | CR² (squared) x ฿1,000,000 |
| Number of Crewmates | Crew Mates x ฿100,000 |
| Devil Fruit Powers | Increase bounty total by 1.5x |
| Uses Haki? | Increase bounty total by 1.5x |
| Uses Legendary Actions or Legendary Resistance? | Increase bounty total by 1.5x |
| Controls Large Island Territory? | Increase bounty total by 1.5x |
| Ship Power | Ship's Constitution Score x ฿1,000,000 |
| Fleet Size | Number of Additional Ships Under Fleet x ฿10,000,000 |

**Note:** Ideally, you will distribute the total crew bounty amongst enemy crew
members, and giving the captain of the enemy crew the highest bounty value. Once
again, feel free to tweak these numbers to suit the economic balance of your game.
These are just guidelines, after all!

### Putting Bounties to the Test: Enemy Pirate Bounty Examples


Understanding a rule is good, but examples make it clearer. Let's explore how to
use your newly minted Enemy Pirate Bounty Table to calculate the bounties of some
dangerous sea dogs your adventurers may encounter.

#### Example 1: Redbeard Pirates

- **Captain's CR:** 5 (฿25,000,000 calculated as 5² x ฿1,000,000)


- **Number of Crewmates:** 10 (฿1,000,000)
- **Ship Power:** Constitution Score of 16 (฿16,000,000)

***Total Crew Bounty:*** ฿25,000,000 (level) + ฿1,000,000 (crew) + ฿16,000,000


(ship) = **฿42,000,000**

#### Example 2: Sea Witch Pirates

- **Captain's CR:** 8 (฿64,000,000 calculated as 8² x ฿1,000,000)


- **Number of Crewmates:** 25 (฿2,500,000)
- **Devil Fruit Powers:** Yes (1.5x multiplier)
- **Ship Power:** Constitution Score of 18 (฿18,000,000)
- **Controls Large Island Territory?:** Yes (1.5x multiplier)
- **Fleet Size:** 3 ships (฿30,000,000)

***Initial Crew Bounty:*** ฿64,000,000 (level) + ฿2,500,000 (crew) + ฿18,000,000


(ship) + ฿30,000,000 (fleet) = **฿114,500,000**

***Total Crew Bounty with Devil Fruit Powers and Territory:*** ฿114,500,000 x 1.5 x
1.5 = **~฿257,000,000**

#### Example 3: Eagle-eye Pirates

- **Captain's CR:** 20 (฿400,000,000 calculated as 20² x ฿1,000,000)


- **Number of Crewmates:** 100 (฿10,000,000)
- **Devil Fruit Powers:** Yes (1.5x multiplier)
- **Haki Powers:** Yes (1.5x multiplier)
- **Legendary Actions or Legendary Resistance:** Yes (1.5x multiplier)
- **Ship Power:** Constitution Score of 20 (฿20,000,000)
- **Fleet Size:** 5 ships (฿50,000,000)

***Initial Crew Bounty:*** ฿400,000,000 (level) + ฿10,000,000 (crew) + ฿20,000,000


(ship) + ฿50,000,000 (fleet) = **฿480,000,000**

***Total Crew Bounty with Devil Fruit Powers, Haki, and Legendary Abilities:***
฿480,000,000 x 1.5 x 1.5 x 1.5 = **฿1,620,000,000**
These examples demonstrate how to weave the multipliers into the enemy pirate
bounties, providing not just a measure of their capabilities, but also hinting at
the layers of difficulty your players will encounter. Adjust these figures to
better fit the economy and level of challenge in your game, and let the plundering
begin!

<div class='pageNumber auto'></div>


<div class='footnote'>CHAPTER 3 | MONSTER MANUAL</div>

\page

# Chapter 4: Treasure

Over the course of the adventure, players will accumulate large amounts of Belly
(฿) which they can spend for valuable items and favors. However, this may not be
enough for many players. Certain treasures, magic items, and special items may
appeal more to players as they seek to attain greater power and an advantage in
adventuring, roleplay, and combat. These magic items and treasures have been made
specifically for a one piece themed adventure, and can be used in conjunction with
loot from standard D&D 5th Edition treasure and magic items from the Dungeon Master
Guide.

## Random Treasure & Magic Items

Finding treasure is no easy task. Most valuable or worthwhile treasure that hasn't
already been looted will likely be far too difficult to reach or find for ordinary
pirate crews. Finding these hoards of valuable items, equipment, and fortunes will
require crews to risk their own lives in dangerous parts of the seas, such as in
the grand line. These treasure stashes might be found in sunken ships, buried on
uncharted islands, or kept guarded in dungeons or pirate crew vaults. Players must
overcome these challenges to get their hands on valuable treasure.

### Treasure Maps

Instead of handing players treasure right away upon completing a dungeon, beating a
powerful pirate crew, or defeating a boss monster, it might be both more fun and
thematic to instead reward them with a treasure map. The reason for this is that
pirate crews will avoid keeping all of their valuables on them when exploring, so
they may instead decide to bury them on a random island and keep them map to it
with them. When players defeat such a pirate crew or otherwise retrieve such a map,
they will need to locate the treasure using the map to receive their full reward.
Locating treasure using the map may require traveling between islands or finding an
eternal pose that would take them to the island the treasure was buried on.

### Treasure Tables and How to Use Them

Use the treasure tables from Chapter 7 in the standard D&D 5th Edition Dungeon
Master's Guide and convert the gp to Belly to determine the value of treasure in
this type of adventure. Additionally, feel free to use magic items from standard
5th Edition, but make any changes necessary to fit the theme of this adventure.
Additionally, you may use magic items from this section in the place of magic items
listed by the standard Dungeon Master's Guide.

### Special Magic Items A-Z

These magic items are made specifically for a One Piece themed campaign, but can
also be used across other standard 5th Edition adventures if desired. Some magic
items have been included in the Dungeon and Devil Fruits Player's Handbook instead.
#### Ace (Supreme Meito)
*Weapon (cutlass), legendary (requires attunement)*

This weapon once belonged to the Pirate King, seving as his trademarked weapon. It
ranks as one of the 12 Supreme Grade Meito.

You gain a +3 bonus to Attack and Damage Rolls made with this weapon.

**Black Surge.** Ace surges with black lightning haki when held by powerful users.
It deals an extra 2d6 force damage to any target it hits.

**Conqueror's Divine Will.** With the Pirate King's immense spirit flowing through
it, you gain the following benefits while you hold Ace and are attuned to it:

• You can telepathically communicate with Sea Kings within 60 feet of you.

• Ace scores a critical hit on a roll of 19 or 20.

• You can cast Dominate Monster (save DC 17) on another creature. Once you have
done so, Ace can’t be used this way again until the next dawn.

#### Attack Cuisine


*Meal, rarity based on potion type*

An attack cuisine can be used in the place of any type of healing potion or other
magical potion that isn't harmful. Eating an attack cuisine that corresponds to a
specific magical potion grants you the benefits of that potion and serves as a
meal. After this meal is consumed, you do not need to eat for the rest of the day.

#### Excite Bullets


*Weapon (any ammunition), rare (mummy), very rare (ice oni)*

These bullets are laced with a special poison which causes its victim to become
afflicted with one of the following two diseases depending on the rarity type of
the excite bullet.

**Mummy.** A creature subjected to this type of poison must succeed on a DC 15


Constitution saving throw or take (1d6) necrotic damage and become diseased. The
diseased creature must repeat the saving throw at the start of every turn, taking
(1d6) necrotic damage on a failed save. Until this disease ends, the damage the
creature can’t be healed by any means and the disease decreases the creature's
maximum hit points by the amount of necrotic damage it has taken from this disease.
If this disease reduces the target's hit point maximum to 0, the target dies, and
its body turns to dust. Any other creature that touches a diseased creature before
it recovers will be become subjected to the mummy poison and must succed on a
saving throw against it. This disease lasts until the diseased creature succeeds on
a saving throw against it. Once it ends, the diseased creature can heal normally,
but does not regain its lost maximum hit points until it completes a long rest.

**Ice Oni.** A creature subjected to this type of poison must succeed on a DC 16


Constitution saving throw or take (1d6) cold damage and become diseased. The
diseased creature must repeat the saving throw at the start of every turn, taking
(1d6) cold damage on a failed save. Until this disease ends, the diseased creature
is under the effect of the confusion spell. Any other creature that touches a
diseased creature before it recovers will be become subjected to the ice oni poison
and must succeed on a saving throw against it. This disease lasts until the
diseased creature succeeds on a saving throw against it, ending the confusion spell
effect on the creature.
```
```

#### Energy Steroids


*Pill, legendary*

When you eat these pills, your Strength score changes to 29 for 24 hours. These
pills have no Effect on you if your Strength is equal to or greater than that
score.

At the end of the 24 hours after you've consumed these pills, you must make a DC 19
Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half
as much damage on a successful one. If the save fails, you also age to the point
where you have only 1 year left before you die of old age. In this aged state, you
have disadvantage on Attack rolls, Ability Checks, and Saving Throws, and your
walking speed is halved. Only the wish spell or the Greater Restoration cast with a
9th-level spell slot can end these Effects and restore you to your previous age.

#### Muggy Ball


*Wondrous item, very rare*

You can use an action to grab a muggy ball and throw or fire it up to 150 feet
away. When it reaches the end of its trajectory, the ball detonates as a 5th-level
fireball spell (save DC 17).

#### Raid Suit


*Armor (light bulletproof shirt), legendary (requires attunement)*

Raid suits come in the form of canisters that transform into a suit of armor around
its user. To equip a raid suit, one must be attuned to the canister, hold it at
waist level, and spend an action to release the suit from the canister, which then
forms around its user. The raid suit remains on until its user removes it as a
bonus action, returning it to its canister form.

You gain a +3 bonus to AC, have a flying speed of 50 feet, and gain advantage on
dexterity ability checks and saving throws while you wear this armor. Spells or
cantrips cast from the raid suit (not counting innate or regular spellcasting you
can cast normally) have a Spell Attack modifier of +8 and a Spell Save DC of 16.
You can use the following abilities determined by the type of raid suit you
possess:

**Garuda.** This raid suit canister is light grey and marked with a white "J", it
gains the following properties:

* As an action, you can summon forth a magical lance which you are proficient with.
The lance has a +2 bonus to Attack rolls and deals an extra 2d4 lightning damage.
The lance disappears when the raid suit returns to the canister, or if you dismiss
it as a bonus action.
* As an action, you can use the armor to cast Freedom of Movement on yourself. This
property can't be used again until the next dawn.

**Poison Pink.** This raid suit canister is pink and marked with a white "0", it
gains the following properties:

* You are immune to poison damage and immune to the poisoned condition. You can
also spend an action to touch a creature and end the poisoned condition on it
* As an action, you can use the armor to cast Contagion, no material components
required. This property can't be used again until the next dawn.

**Sparking Red.** This raid suit canister is red and marked with a white "1", it
gains the following properties:

* You are resistant to fire damage. You can also use this armor to cast the fire
bolt cantrip as an action.
* As an action, you can use the armor to cast Fireball. This property can't be used
again until the next dawn.

**Shock Blue.** This raid suit canister is blue and marked with a white "2", it
gains the following properties:

* You are resistant to lightning damage. You can also use this armor to cast the
shocking grasp cantrip as an action.
* As an action, you can use the armor to cast Lightning Bolt. This property can't
be used again until the next dawn.

**Stealth Black.** This raid suit canister is black and marked with a yellow "3",
it gains the following properties:

* You can use this armor to cast Invisibility on yourself as an action.


* As an action, you can use the armor to cast Greater Invisibility on yourself.
This property can't be used again until the next dawn.

**Winch Green.** This raid suit canister is green and marked with a white "4", it
gains the following properties:

* While wearing this armor, your Strength score changes to 21. The item has no
Effect on you if your Strength without the raid suit is already equal to or greater
than 21.
* As an action, you can use the armor to cast Pulse Wave. This property can't be
used again until the next dawn.

#### Yoru (Supreme Meito)


*Weapon (greatsword), legendary (requires attunement)*

You gain a +3 bonus to attack and damage rolls made with this magic weapon. The
Shield spell provides no defense against the sword, which passes through that
spell's barrier of magical force.

When you land a critical hit with this weapon, green flames erupt from its blade
and deal an extra 2d6 radiant damage to the target.

**Ranged Slash.** The greatsword has 3 charges. You can expend 1 charge and make a
ranged attack which you are proficient with, using your strength modifier for the
attack and damage rolls, releasing a slashing projectile with a normal range of 60
feet and a long range of 180 feet, dealing the weapon's damage on a hit.
Additionally, you can expend 3 charges to cast Great Heaven Splitter^ (Custom
spell). The sword regains all expended charges daily at dawn.

<div class='pageNumber auto'></div>


<div class='footnote'>CHAPTER 4 | TREASURE</div>

\page

# Credits

<p>First off, thank you so much for reading to the very end of this document. If
you are a Player, I would highly recommend you check out the [Dungeons and Devil
Fruits Player's Handbook](https://homebrewery.naturalcrit.com/share/ItlMSW6ztZTm)
as well, as it provides basic rules for playing in a one piece themed campaign in
5th edition.

<p> During the last few years, I spent a great deal of my free time between work
and university to write, compile, and edit together this conversion system. I hope
that many other fans of D&D and One Piece use it freely in their own tabletop
groups and campaigns.

<p>I do not claim any intellectual rights to the original One Piece manga/anime
series, the official Dungeons and Dragons 5th Edition system owned by Wizards of
the coast, or any third-party media mentioned in this document. This document was
made for completely non-profit reasons and is not to be sold, rented, or
redistributed in any way which would require a fee or subscription. This document
is a free download intended to further the One Piece fan base and give
readers/viewers a means to transform their homebrew 5th Edition D&D adventures into
something more One Piece themed. I will refrain from asking for any donations or
tips, but do appreciate positive feedback or constructive criticism.

<p> Modifying this document or improving upon it for personal use or to send to
friends is perfectly fine. I would greatly appreciate any advice or assistance
anyone is willing to offer toward updating this project in the form of original
artwork, ideas, or even a list of errors found in the document. Anyone wishing to
join in working on the project is more than welcome. I will personally attempt to
make any corrections needed in a timely manner and update these documents
periodically. However, I am normally busy with other projects and university work,
so it won't be immediate. Unless needed changes are urgent, I will only make major
corrections over time.

<p> If you need to reach out to me for any reason, message me on my twitter
@OneWorldHD and I will get back to you. If anyone tries to claim ownership or
charge money for this document, please let me know right away.

-Cody (OneWorldHD)

```
```

<div class='artist' style='top:50px;right:30px;'>


### Credit Links & Names

#### Creation & Writing


[OneWorldHD](https://twitter.com/OneWorldHD)

#### Editing

[Skylarke](https://www.instagram.com/skylarke.draws/?hl=en)

Timjo

#### Inspiration

[Dungeons and Dragons](https://company.wizards.com/en)

[One Piece Manga](https://onepiece.fandom.com/wiki/Eiichiro_Oda)


[One Piece Publisher](https://en.wikipedia.org/wiki/Shueisha)

[One Piece Anime](https://www.toei-animation-usa.com/)

[One Piece Media and


Games](https://en.wikipedia.org/wiki/One_Piece_Treasure_Cruise)

[Of Ships and the Sea


(UA)](https://dnd.wizards.com/articles/unearthed-arcana/ships-and-sea)

#### Art Used

[Cover Page by xDevilart](https://www.deviantart.com/)

[One Piece Anime and Treasure Cruise](https://www.toei-animation-usa.com/)

[Luffy Child Art by Sheyla Nogueira](https://www.artstation.com/artwork/lVoqQV)

[Going Merry Art by Zzyzzyy](https://www.deviantart.com/zzyzzyy/art/Merry-in-


Heaven-537178081)

[Zunesha Art by Skasa8](https://www.deviantart.com/skasa8/art/One-piece-chapter-


1037-zunesha-903826542)

& Others I couldn't find links to the creators

#### Playtesting and Feedback

MasterMasher23

Skylarke

Boop

Hagasmacho

Rob

Scottish Spartan

Chlo_z

HerbieHermit

Timjo

</div>

<div class='pageNumber auto'></div>


<div class='footnote'>CREDITS</div>

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