Horu Horu no Mi (Hormones)

Devil Fruit, Rare

Type. Substance Generator Paramecia

Fruit appearance. A pink pineapple-shaped fruit with a curly stem, and several curly patterns around it.

Description. Grants the user the ability to create and control various hormones, which can be used to modify the bodies and minds of other creatures.

Sea Weakness. You are weak to water and seastone.

Syringe Fingers. Your needle-like fingers are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hormone Manipulation. You can use an action to alter the hormones of one willing creature you touch. An unwilling creature must make a Constitution saving throw against your Devil Fruit save DC. This can cause one of the following effects: change the target’s sex, give the target advantage on checks made with Strength, Dexterity, or Constitution (pick one) for 1 minute, or alter the target’s current emotional state.

Life-Risking Operation. As an action, you can touch a creature and expend 1 devil fruit charge to remove any one disease or neutralize one poison affecting it. The creature can also immediately end one effect on it that causes it to be charmed or frightened.

Spells (Hormone Techniques). This devil fruit power has 9 charges. You can expend 1 or more of its charges to cast one of the following spells from it without needing to expend material components: Cure Wounds (1 charge, and can cast at higher levels by spending additional charges), Enhance Ability (2 charges), Haste (3 charges), Greater Restoration (5 charges). The devil fruit regains expended charges daily at dawn.

Awakening (Endocrine Dominance). Once you’ve awakened your power, you can use an action to release a powerful surge of hormones within a 60-foot radius centered on yourself. Enemy creatures in the area must make a Constitution saving throw against your Devil Fruit save DC, and friendly creatures can choose whether they are affected or not. On a failed save, creatures are subject to one of the following effects of your choice for 1 minute:

  • Adrenaline Surge: The creature’s speed doubles, and it gains advantage on Strength, Dexterity, or Constitution (choose one) checks and saving throws.
  • Emotional Collapse: The creature becomes slowed (as if affected by the slow spell) with overwhelming emotions of sadness, fear, or joy.
  • Physical Atrophy: The creature’s Strength, Dexterity, or Constitution (choose one) checks and saving throws are made at disadvantage.

An affected creature can make a new Constitution saving throw at the end of each of its turns to end the effect early. You can’t use this action again for another 24 hours.