Hito Hito No Mi, Model: Nika Image
Hito Hito no Mi, Model: Nika

Devil Fruit, Legendary

Type. Mythical Zoan

Fruit appearance. This devil fruit appears as spherical violet fruit with S-shaped swirls and bumps across its surface and a horizontal t-shaped flat green stem with a swirl at the right end.

Description. This zoan devil fruit allows its user to stretch and transform like rubber.

Sea Weakness. You are weak to water and seastone.

Paramecia Hybrid. This fruit uses the Devil Fruit Scaling (Paramecia and Logia) Optional Ruleset.

Immunity to Bludgeoning Damage. Your rubbery body grants you immunity to bludgeoning damage from non-magical sources and resistance to magical bludgeoning, as attacks bounce off or are absorbed by your stretchy form.

Rubber Body. Your body becomes rubber-like, granting you the ability to stretch your limbs up to 120 feet in length. You can use this to attack or interact with objects from a distance. Your unarmed strikes now deal an additional 1d6 bludgeoning damage, increasing to 2d6 at 5th level, 3d6 at 10th level, 4d6 at 15th level and 5d6 at 20th level.

Elastic Defense. As a reaction when you take damage from a ranged attack, you can bounce the attack back at the source. The attacker must make a Dexterity saving throw (Devil Fruit save DC) or take damage equal to half the original attack’s damage.

Gear 2nd. By spending 5 devil fruit charges, as an action, you can activate Gear Second, enhancing the speed of your rubbery blood flow, drastically increasing your speed and power. For up to 1 minute, you gain the following benefits:

  • Your movement speed is tripled.

  • You can make one additional unarmed strike on your turn.

  • Your unarmed strikes deal an additional 1d6 fire damage, increasing to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level and 5d6 at 20th level. due to the increased friction and speed of your attacks.

Once this ability ends, you gain one level of exhaustion. Once you use Gear 4th for the first time this downside is removed.

Gear 3rd. By spending 5 devil fruit charges, as an action, you can activate Gear Third, inflating one of your limbs into a massive, oversized version of itself, enhancing your physical strength for devastating attacks. For up to 1 minute, your attacks gain the following benefits:

  • Your unarmed strikes deal an additional 6d6 bludgeoning damage.

  • Your attacks can target a 10 ft. radius area within 120 feet with your extended, massive limb.

  • Creatures hit by your unarmed strikes must succeed on a Strength saving throw against your Devil Fruit save DC or be knocked prone.

Once Gear Third ends, you gain two levels of exhaustion. Once you use Gear 4th for the first time this downside is removed.

Gear 4th. By spending 11 devil fruit charges, as an action, you are able to transform into Gear 4th: Boundman, Tankman, or Snakeman. You follow the rules given in Chapter 7 under “Designing a Zoan Devil Fruit Sheet - Beast Shape” in the One Piece Dungeons and Devil Fruits PHB.

Awakening (Gear 5th). Upon the awakening of your Zoan Devil Fruit power, as an action, you are able to transform into Gear 5th: Nika. You follow the rules given in Chapter 7 under “Designing a Zoan Devil Fruit Sheet - Beast Shape” in the One Piece Dungeons and Devil Fruits PHB.

Once your Awakened State ends, it can’t be activated again for another 24 hours.

Gear 4th: Boundman

Large Humanoid, chaotic good


Armor Class 16 (natural armor)
Hit Points 160(22d10 + 39)
Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 12 (+1)

Saving Throws Str +10, Dex +5
Damage Immunities bludgeoning from nonmagical attacks
Condition Immunities charmed
Senses passive Perception 14
Languages: Common
Challenge 8 (3,900 XP)Proficiency Bonus +3

Magic Weapons. Boundman’s weapon attacks are magical.

Very Stretchy Limbs. Boundman’s melee weapon attacks have a reach of 60 feet, except for their Kong Gun attack.

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 Multiattack. Boundman makes three Kong Organ attacks.
 Kong Organ. Melee Weapon Attack: +14 to hit, reach 60ft., one target. Hit (3d8 + 7) bludgeoning damage.
 Culverin. Melee Weapon Attack: automatic hit, reach 120ft., one target. Hit (5d8 + 7) bludgeoning damage.
 Kong Gun. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit (10d8 + 7) bludgeoning damage.
 Giant Fist (1/day). Boundman increases their fist size, the next attack deals an extra 2d8 bludgeoning damage.

 

Gear 4th: Tankman

Large Humanoid, chaotic good


Armor Class 20 (natural armor)
Hit Points 200(26d10 + 57)
Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 24 (+7) 12 (+1) 12 (+1) 12 (+1)

Saving Throws Str +5, Con +10
Damage Resistances slashing and piercing from nonmagical attacks
Damage Immunities bludgeoning from nonmagical attacks
Condition Immunities charmed
Senses passive Perception 14
Languages: Common
Challenge 8 (3,900 XP)Proficiency Bonus +3

Magic Weapons. Tankman’s weapon attacks are magical.

 Stretchy Limbs. Tankman’s melee weapon attacks have a reach of 30 feet.
 Bouncy Body. Tankman’s body become large a squishy, gaining resistance against all nonmagical slashing and piercing damage.

Actions

Multiattack. Tankman makes two unarmed strikes.

 Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 30ft., one target. Hit (1d8 + 7) bludgeoning damage. The creature hit is grappled (escape DC 16).
 Cannonball. Tankman pulls a grappled target into their belly and send them flying. The target is thrown up to 120 ft. in a direction of tankman’s choosing taking 1d6 bludgeoning damage for every 10 ft. they travel in the air. When the creature lands, it must succeed on a DC 16 Strength saving throw or be knocked prone.

 

Gear 4th: Snakeman

Medium Humanoid, chaotic good


Armor Class 14 (natural armor)
Hit Points 120(18d8 + 39)
Speed 60 ft., fly 80 ft.

STR DEX CON INT WIS CHA
14 (+2) 24 (+7) 14 (+2) 12 (+1) 12 (+1) 12 (+1)

Saving Throws Str +5, Dex +10
Damage Immunities bludgeoning from nonmagical attacks
Condition Immunities charmed
Senses passive Perception 14
Languages: Common
Challenge 8 (3,900 XP)Proficiency Bonus +3

Magic Weapons. Snakeman’s weapon attacks are magical.

 Super Stretchy Limbs. Snakeman’s melee weapon attacks have a reach of 120 feet.

Actions

Multiattack. Snakeman makes four black mamba attacks.

 Black Mamba. Melee Weapon Attack: +10 to hit, reach 120ft., one target. Hit (2d8 + 7) piercing damage.
 Jet Culverin. Melee Weapon Attack: automatic hit, reach 240ft., one target. Hit (4d8 + 7) piercing damage.
 Giant Fist (1/day). Snakeman increases their fist size, the next attack deals an extra 2d8 bludgeoning damage.

Gear 5th: Nika

Medium Celestial, chaotic good


Armor Class 19 (natural armor)
Hit Points 300 (24d10 + 168)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
26 (+8) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7)

Saving Throws Dex +11, Wis +10, Cha +12
Damage Immunities bludgeoning from nonmagical attacks
Condition Immunities charmed, frightened
Senses passive Perception 16
Languages: Common
Challenge 20 (25,000 XP)Proficiency Bonus +6

Drums of Liberation. Any creature friendly to Nika within 30 feet of Nika cannot be frightened while Nika is conscious.

 Fool’s Resistance (3/Day). If an enemy succeeds on an attack roll against Nika, or if Nika fails a saving throw, they can choose to succeed instead.
 

Magic Weapons. Nika’s weapon attacks are magical.

 Awakened Regeneration At the start of each of your turns for the duration of this form, you regain hit points equivalent to your character level + your Constitution modifier.
 

Stretchy Limbs. Nika’s melee weapon attacks have a reach of 60 feet.

 Innate spellcasting. Nika’s spellcasting ability is Charisma (spell save DC 21). Nika can innately cast the following spells, requiring no material components:
  • At will: arms of hadar, earth tremor, enlarge/reduce (Self)

  • 3/day each: call lightning, erupting earth, freedom of movement (Self)

  • 1/day each: bigby’s hand (opaque hand which replaces one of Nika’s fists), move earth, wall of stone

Actions

Multiattack. Nika makes four unarmed strikes.

 Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 60ft., one target. Hit (6d8 + 8 + your character level) piercing damage, plus 9 (2d8) bludgeoning damage. The target takes the secondary bludgeoning damage if Nika is using its Colossal Growth.
 

Colossal Growth (1/day). Nika polymorphs into a giant, with its size increasing to gargantuan, for 1 minute. Nika’s stats remain the same in this form, and its Unarmed Strikes deal an extra 2d8 bludgeoning damage while polymorphed. It reverts to its true form if it falls to 0 hit points or falls unconscious.

 Optional Rule: Devil Fruit Scaling (Paramecia and Logia)

Player Level Highest Spell Level Max Charges
1st 1st 2
3rd 2nd 3
5th 3rd 5
7th 4th 7
9th 5th 9
11th 6th 11
13th 7th 13
15th 8th 15
17th 9th 17

 

Optional Rule: Devil Fruit Scaling (Zoan)

Player Level Required Beast Shape Adjusted Max CR
1st 1/8
2nd 1/4
3rd 1/2
4th 1
5th 2
6th 3
7th 7
8th 8
9th 9
10th 10
11th 11
12th 12
13th 13
13th 14
14th 15
15th 16
16th 17
17th 20
Hito Hito No Mi, Model: Nika Image

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